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.
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).
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.
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.
Closes the admin / reports / catalog work. Each fund row on the /_gm finance
panel gains a Refund action (payments.RefundOrderFull): a full-order refund the
operator records after refunding on the rail — a refund ledger row + a floor-0
chip revoke (never negative, D27), idempotent (a second refund reports
already-refunded). A ledger CSV export (/_gm/ledger.csv, payments.LedgerExport)
streams the whole append-only ledger for tax + reconciliation.
Tests: refund an order in full (chips revoked, a refund row), an idempotent
second refund, the CSV export shape; CSRF-guarded.
The in-game hint badge ignored the payments hint wallet: loading a game clobbered
app.profile.hintBalance with the deprecated StateView.wallet_balance (zeroed in the
D31 domain removal but left in the protocol as a dead 0, then synced over the real
balance at game load).
Finish the removal honestly. StateView carries the per-game allowance alone
(hints_remaining); the purchasable wallet lives solely on the profile and the client
adds it (lib/hints). Removed StateView.wallet_balance across every layer — backend
StateView/DTO, notify.PlayerState (live events), gateway StateResp + wire.StateView,
the client model/codec/mock/localgame — and dropped the now-unused wallet arg from
hintsRemaining. The FBS field is tombstoned `(deprecated)` (not deleted) so the vtable
slots after it stay stable across a rolling deploy; no accessor is generated. HintResult
keeps wallet_balance (the real post-spend payments balance the client adopts into the
profile). The StateView type no longer has walletBalance, so the clobber cannot return
without a compile error.
Tests: hintsRemaining (2-arg); hints.hintsLeft (allowance + live wallet, no strip); the
game state/hint integration (allowance-only HintsRemaining); gateway transcode; FBS regen.
The /_gm user card gains a Grant panel: grant raw benefit atoms (hints /
no-ads days / forever) or a defined value product (a reward bundle, including
an archived one), origin-picked. Both write an admin_grant ledger row via
payments.Grant / GrantProduct; the by-product grant records the source
product_id + snapshot. Both refuse a chips atom (never grant currency) or a
tournament atom (no credit target yet); chips/tournament products are also
kept out of the by-product picker.
Tests: the console grant end to end (raw, by-product, refuse a chips pack,
CSRF-guarded).
The /_gm console gains a Catalog editor — the source of truth for products.
Create / edit / archive-unarchive products, their atom composition and per-rail
prices (RUB via direct / VOTE via vk / XTR via telegram / CHIP value), and
hard-delete only a never-transacted product (an order or ledger reference forces
archive-only, backed by the FK RESTRICT). The archived flag reuses the existing
product.active. Activation revalidates the sellable shape — a pack (the chips
atom ⇒ a money price per rail, chips-only) or a value (no chips ⇒ a CHIP price);
a tournament-bearing product is composable but never sellable yet.
Backed by payments AdminCatalog / CreateProduct / UpdateProduct /
SetProductActive / DeleteProduct + a pure validateProduct.
Tests: validateProduct (pack / value / tournament / duplicate / shape); the
console editor end to end (create, edit, archive, delete-if-clean, refuse a
transacted delete).
The /_gm user card gains a Finance panel: an account's chip balances per
funding segment, benefits per origin (hints, no-ads until/forever), the
recorded refund risk (abuse flag + floor-0 loss), and the append-only ledger
history newest-first. Backed by a new payments.AccountStatement read straight
from the materialized tables + the ledger (uncached — an admin, rare view).
Folds the agreed admin / reports / catalog plan into PLAN.md (the PR stack:
this panel, then the catalog editor, admin grant, refund + ledger export) and
moves the tournament-entry storage design to the tournament stage.
Cooldowns were tracked per kind ({move,hint}), so a hint ad and a move ad
did not see each other: after a hinted move's ad the move timer was still
zero, and the next plain move fired an ad immediately — two ads within a
minute, under the cooldown. Track a single shared last-shown time; the kind
only selects the required gap (hint 1m, move 5m, vs_ai 30m) measured from the
last interstitial of any kind. A hint can still fire on its shorter gap
(D30's "independent" hint cooldown), but never stacks a second ad within a
cooldown.
Tests: a hint uses the shorter shared gap; a move does not stack onto a
just-shown hint ad.
Taking a hint fired the post-move interstitial immediately, when the hint's
preview tiles landed — interrupting the turn and reverting the board to the
rack on the ad's close while the hint stayed spent. Move the trigger to the
move confirmation: a hint applied this turn marks it (hintUsedThisTurn), and
the confirmed play fires the hint-kind interstitial (its own cooldown)
instead of the plain move one; the marker clears on any turn boundary
(applyMoveResult) so a hint-then-pass does not leak into the next move.
e2e: taking a hint fires no ad; confirming a move does.
Interstitial video after a confirmed play or a hint, VK-only, offline
banner-only. The gate is client-mirrored: the backend puts the config
cooldowns (global 5m / vs_ai 30m / hint 1m) and a suppressed flag (the
no-ads / no_banner gate, same as the banner) on Profile.ads via adsFor;
the client self-gates on a per-kind last-shown time in localStorage, with
the VITE_ADS_STUB contour "ad fired" toast. Never fires after a pass,
exchange or resign. maybeShowInterstitial + vkShowInterstitial; the codec
and gateway transcode carry the ads block.
Also retires the deprecated accounts.hint_balance / paid_account domain
usage (expand-contract, code only — the columns stay for a later DROP so
image rollback stays DB-safe): drop the Account fields and their scan, the
dead account.SpendHint, account.GrantHints and the admin grant-hints
action; the in-game hint display now comes wholly from the payments hint
benefit. Banner eligibility and account merge no longer read the legacy
flags.
Tests: ads.test.ts (the client-mirrored gate), the codec ads round-trip,
the gateway ads transcode test, and a profile ads-config integration test
(cooldowns + suppressed under no-ads / no_banner). Docs: PAYMENTS §10 (+ru)
interstitial, the decision amends, backend README, the plan.
Testing the rewarded slice surfaced a contradiction: rewarded ads let a VK-iOS
user earn vk chips, but the blanket VK-iOS "spend freeze" then blocked spending
them (the wallet showed "5 (view-only)"). Apple's ToS forbids only BUYING in-app
values on VK-iOS (money -> chips), not spending or earning them — so the freeze is
corrected to purchase-only: vkFrozen() now gates only CreateOrder (the money-in
step), not spendableSources (spending). VK-wallet chips — earned via rewarded ads
or bought on the same account elsewhere (VK Android) — now spend on VK-iOS too.
(Owner's ToS finding.)
Also: the temporary contour diagnostic confirmed VK returns only {result:true} for
a rewarded view (no token/signature) — client-attested is final, no hardening
possible — so the diagnostic (the log and the diag wire field) is removed.
Docs: PAYMENTS(+ru) VK-iOS freeze + D17 amend + PLAN E6. Tests updated (gate /
wallet VK-iOS now spendable).
The first ads slice: a voluntary rewarded video credits chips. VK Mini App ads
(VKWebAppShowNativeAds) expose only a client-side watch result — no
server-to-server verify — so the credit is client-attested, guarded by a server
daily + hourly cap (config reward_daily_cap / reward_hourly_cap, default 50 / 10).
The caps are both anti-abuse (bounding a forger who skips the ad and calls the
endpoint directly) and an economic conversion lever (limiting free chips so a
player who wants more buys). D29 amended to VK's reality.
Backend: CreditReward (VK-only, order-less, idempotent on a client nonce, floored
by the caps; payout from config rewarded_payout_chips, default 0 = off) + the
wallet.reward edge op returning the updated wallet (reward_chips gates the
"watch for chips" CTA). Additive migration (two config columns).
Client: the ads-network abstraction (lib/ads.ts, VK impl) + the VK bridge
(vkRewardedReady / vkShowRewarded) + the Wallet CTA + i18n. A contour test stub
(VITE_ADS_STUB -> a toast instead of a real ad; prod always real) and a temporary
diagnostic that logs the raw VK data, so we confirm on the contour exactly what
VK returns (harden to signature-verify if it carries one).
Tests: backend integration (credit, nonce idempotency, hourly cap, disabled,
non-VK refusal) + codec unit (reward wire). Docs: PAYMENTS(+ru) §10, D29 amend,
PLAN E6. Bundle: shared budget 30->31 (reward i18n strings).
The last money-intake slice: reverse a paid order best-effort, exactly once. All
refunds are admin-triggered (E7) — no rail pushes an unsolicited refund (Robokassa
via its refund API / cabinet, VK via support, Telegram via refundStarPayment), so
this ships the engine they all converge on, not a webhook.
The Refund method matches the paid order, appends a refund ledger row (idempotent on
(provider, provider_refund_id) — distinct from the fund's payment id, so both
coexist), and revokes the funded chips floored at 0 (never negative — D27,
balances_chips_chk). When the chips were already spent, the unrecoverable remainder
is recorded as a per-account loss + abuse flag in the new additive
payments.account_risk table (read by the E7 report). The refund ledger row's chip
delta is what was actually reclaimed (the ledger stays reconcilable); the full
reversal rides in the snapshot; the order stays paid.
Additive migration (a new table only) -> rollback-safe, no contour wipe. Robokassa
refund-status polling is deferred (a worker not worth it at low chargeback volume);
failed events are not wired (no rail signals a hard post-charge server decline).
Tests: integration (full revoke; revoke-after-spend = floor-0 + loss + abuse;
duplicate idempotent; unpaid-order guard). Docs: PAYMENTS(+ru) §9, PLAN (E5 -> DONE).
The wallet order flow plus the Telegram Stars openInvoice / VK order-box launch
and the per-button in-flight state ride the always-loaded Wallet screen, which
crossed the 123 KB gzip ceiling. Bump to 125 (matching the established
feature-driven budget history in the comment) with ~2 KB of headroom.
Tapping one pack's Buy dimmed every buy button at once (the shared busy
flag drove disabled + the :disabled opacity on all of them), so it looked
like both packs reacted to one tap. Track the in-flight product id
(busyId): the concurrency guard stays global, but the pressed/dimmed look
is now scoped to the tapped button. Payments were never affected.
The contour VPN sidecar's netns resolv.conf was pinned to 1.1.1.1 by a DNS=
directive in TEST_AWG_CONF, so internal names (gateway, otelcol) did not resolve
and the bot-link had been down since ~2026-06-29. The directive is removed; this
empty commit re-rolls the contour so the vpn recreates with Docker's 127.0.0.11
resolver and the bot-link (and the Stars rail over it) comes up.
Accept real money via Telegram Stars (XTR) — the third intake rail
alongside Robokassa (direct) and VK Votes.
Only the bot reaches Telegram, so the rail funnels through the reverse
mTLS bot-link:
- the gateway mints the invoice on a CreateInvoice command (the bot
calls createInvoiceLink, XTR; the link goes to WebApp.openInvoice);
- the bot gates each pre_checkout_query via a ValidatePreCheckout unary
(the order must exist, be still creditable and not already paid — the
reusable-invoice double-pay guard; the decline reason is localised to
the order account's language);
- a completed successful_payment is queued in a durable pure-Go SQLite
outbox and forwarded via a ForwardPayment unary, credited once
(idempotent on telegram_payment_charge_id, honours an expired order),
re-driven on restart and every 30s.
The rail is wired by TELEGRAM_STARS_OUTBOX_DIR (default /data) but stays
inert until a chip pack carries an XTR price, so seeding a Stars price in
the admin is the go-live.
Tests: backend integration (order->forward->credit once, duplicate,
pre_checkout gate) + bot outbox unit (idempotent, restart re-drive) +
executor createInvoice. Docs: PAYMENTS(+ru) §9, ARCHITECTURE, the
platform/telegram README, PLAN.
Replace the hardcoded erudit-game.ru host with location.origin, so the iOS
store note's "other version" link points at this deployment's own site root
(prod or the contour) without a hardcoded host or build-arg wiring.
The VK-iOS detection used platformSubtype(), which is server-derived for VK and
so never reported iOS on the client — the pack CTA stayed active and a tap hit a
403 with a generic error. Read the device family from the signed vk_platform
launch param (normalizeSubtype(vkPlatform())) instead. Under the store header on
VK-iOS, add a note that purchases are prohibited by Apple policy, linking to the
web version (opened through VK's external-link route).
Money purchases are not permitted in the VK iOS app (Apple ToS), and the backend
already refuses them (the CreateOrder VK-iOS freeze). Show the pack "Buy" muted
there and explain on tap ("purchases are not available on this platform"),
instead of letting the tap hit a 403 and a generic error toast. The storefront
still lists the packs.
Wire the VK Mini Apps ("голоса") rail end to end, reusing the intake engine. The
wallet.order endpoint branches by rail: a VK context opens a pending order
(provider vk) and returns its id, which the client passes to VKWebAppShowOrderBox.
VK's two-phase payment callback is verified at the gateway with the app protected
key (GATEWAY_VK_APP_SECRET) and proxied to a backend intake handler: get_item
returns the ordered pack's title and vote price; a chargeable order_status_change
credits the vk segment exactly once (the same Fund, idempotent on VK's own order
id) and records a succeeded event, so the dispatcher push refreshes the wallet.
Integration test for the VK order->credit path.
Add the vkpay package: verify a VK Mini Apps payment ("голоса") callback
signature — MD5 (mandated by VK's payment protocol) of the sig-excluded
parameters, sorted by name and concatenated key=value, with the app secret
appended; case-insensitive over the hex digest. Unit-tested (valid / tampered /
wrong-secret / missing). First piece of the VK rail; the two-phase callback
handler, the VK order branch and the client bridge follow.
Deliver payment_events to connected clients as an in-app wallet-refresh push: a
background dispatcher drains undispatched events and publishes a KindNotification
"payment" signal, marking each delivered; the client bumps a wallet-refresh
counter the open Wallet screen watches, re-fetching in place. A return-focus
refetch is the fallback. The Robokassa Success/Fail return now serves a
self-closing page (the payment opens in a separate window) so the customer drops
back into the live app instead of a cold start. Integration test for the event
drain/mark queue.
Record the E5 delivery and resolved decisions in PLAN.md (Shp_order matching,
order-id idempotency, cabinet-side receipt, never-negative → schema-free) and
mark the stage WIP. Add a CI probe asserting /pay/robokassa/result reaches the
gateway rather than the landing catch-all.
Map the Robokassa merchant login + Password1/Password2 into the backend
container env from the deploy secrets (TEST_BACKEND_ROBOKASSA_*), and force
IsTest on the test contour so it can never take real money. An empty login
leaves the direct order + callback endpoints unregistered.
Replace the disabled "Soon" pack action with a real purchase: the Wallet opens a
money order (wallet.order) and sends the player to the provider's hosted-payment
page (window.open via openExternalUrl); the chips are credited later by the
verified server callback. Add a public-offer link under the packs (paying
accepts the offer). Codec order round-trip unit test + a mock-e2e purchase test;
the Google Play stub and the chip-spend paths are unchanged.
Add the public /pay/robokassa/result callback proxy (rate-limited; forwards the
provider's form parameters to the backend intake, the single writer, and echoes
its "OK<InvId>" back to Robokassa) and the /pay/robokassa/{success,fail}
browser-return redirects into the app. Route /pay/* to the gateway in the
contour Caddyfile so the callback reaches the edge, not the landing catch-all.
The backend intake now returns the echo body as JSON for the gateway to relay.
Add the WalletOrderRequest / WalletOrderResponse FlatBuffers messages and the
wallet.order Connect op: the gateway decodes the order request, forwards it to
the backend POST /wallet/order and returns the created order id plus the
provider launch URL the client opens. Regenerate the committed Go and TS
FlatBuffers code.
Cover the order→callback→credit path over Postgres: a funded order credits its
segment exactly once; a replayed callback for the same order credits nothing
(the ledger idempotency index holds); a mismatched paid amount is refused with
no write; an expired pending order is still honoured by a late valid callback.
Wire the Robokassa direct rail into the backend transport. POST
/api/v1/user/wallet/order (walletGate + a D36 confirmed-email gate for the
direct rail) opens a pending order and returns the signed Robokassa payment
URL. The internal, gateway-only /payments/robokassa/result endpoint verifies
the Result signature, credits the matched order exactly once via Fund (honoured
even if expired), records a succeeded payment event, and answers Robokassa's
"OK<InvId>". Add the Robokassa env config, an account HasConfirmedEmail check
(D36), the payment_events writer, and a periodic pending-order reaper. The
routes register only when a Robokassa merchant login is configured.
Add the payment-intake write path (provider-agnostic) and the Robokassa
direct-rail glue, both unit-tested; transport, wire and UI follow.
- payments: extend the ledger insert to thread order_id/provider/
provider_payment_id (spend/grant pass nil); add the order store
(create/read/expire + a pack-price loader) and the fund credit — a
fund ledger row + a guarded balance upsert + mark-paid in one tx,
idempotent on the (provider, provider_payment_id) unique index, cache
invalidated after commit. A valid callback is honoured even on an
expired order. Service CreateOrder/Fund/ExpireOrders; Money.Major for
the provider amount field.
- robokassa: build the signed hosted-payment URL (SHA-256, order id via
Shp_order, InvId unused) and verify the Result callback signature
(Password2), extracting the order and amount. Receipt/fiscalisation is
configured shop-side, so no Receipt parameter is sent.
The offer is the legal document a purchase accepts, needed before real-money
intake goes live. Convert the source PDF to an editable ui/legal/offer_ru.md and
render it to a standalone static dist/offer/index.html at build (a vite
emit-offer plugin using marked); the landing container serves it at /offer/,
with a bare /offer redirecting in. Add a small centered "Публичная оферта"
footer link on the landing (ru/en) and a CI probe asserting /offer/ serves the
page rather than silently falling through to the landing shell.
docker exec defaults to root, so the systemd base-backup timer connected to the
database as role "root" (then "postgres") — neither exists; the superuser role is
POSTGRES_USER (scrabble). Run the timer's pgBackRest as the postgres OS user (-u postgres,
for lock-dir/PGDATA consistency with archive-push) and connect with --pg1-user=scrabble.
archive_command (run by the postgres server process) was already correct.
Also record the point-in-time-recovery arming + restore drill in deploy/README.md
(correct the runbook commands to the same invocation, fill the drill log) and mark the
durability work done in PLAN.md.
The S3 endpoint is a host only; some providers publish a separate, non-443
port. Add an optional PGBACKREST_S3_PORT (default 443) alongside the endpoint
host, wired through the prod overlay, write-prod-env.sh and both prod workflows,
and clarify in the docs that the endpoint variable takes the host alone.
Add pgBackRest-based PITR for the production database, shipped disarmed
(archive_mode and the base-backup timer gated off) so it stays inert until the
operator arms it before real payments — an un-armed deploy cannot pile WAL onto
the disk.
- Postgres now builds from a thin image carrying pgBackRest (archive_command runs
in-process); the prod overlay wires an encrypted (AES-256-CBC), path-style S3
repository with 30-day retention and a daily full base-backup systemd timer.
- Repository config/secrets flow through the PROD_PGBACKREST_* Gitea set and
write-prod-env.sh; prod-rollback re-renders the same env so a rollback cannot
disarm archiving.
- Grafana alerts watch pg_stat_archiver (failing / stalled), absent-safe on the
test contour, which never archives.
- Fix the pre-migration pg_dump to snapshot the whole database (was backend-only,
silently excluding payments).
- Document the PITR runbook, the arming sequence and the restore drill in
deploy/README.md; record the measured cost/perf assessment.
Add the "Кошелёк" section to the settings hub: context-visible chip
balances, active benefits (no-ads term/forever, hints) and a storefront of
chip-priced values and money-priced chip packs. Guests have no wallet; the
Google Play build hides the money purchases behind a RuStore stub; a web
purchase that would draw VK/Telegram chips warns first.
Add the catalog read path the storefront needs — a context-projected
GET /api/v1/user/wallet/catalog (payments service + store, gateway op
wallet.catalog, FBS Catalog/CatalogProduct/CatalogAtom, client decode) —
plus the client leg for the existing wallet.get/buy ops. Value spends reuse
the existing spend path; the chip-pack purchase (money order flow) arrives
with payment intake, so its action is a disabled placeholder for now.
Covered by Go unit (catalog projection) + integration (/wallet/catalog over
Postgres), vitest (formatting, spendable selection, web-spend warning, GP
flag, codec + gateway encode round-trips) and Playwright mock e2e (render,
guest-hidden, GP stub, warning) on Chromium + WebKit.
Stand up the internal chip/benefit mechanic behind the narrow payments interface:
context-aware balances and benefits, an atomic chip spend, admin grants as
zero-price value sales, the one-directional store-compliance gate (VK/TG same-
origin only, web draws direct→vk→tg, VK-iOS frozen, untrusted fail-closed), and
per-origin hint and no-ads application with term stacking. Reads are served from
an in-process, account-keyed write-through cache (mirroring the suspension gate),
so hot paths issue no query to the payments schema.
Flip the online-game hint wallet and the ad-banner suppression from the deprecated
accounts.hint_balance / paid_account columns to the payments benefit (a hint
balance no longer suppresses the banner — only a no-ads benefit does), and fold
chip segments and benefits by origin on account merge, inside the merge tx. Add
the GET/POST /api/v1/user/wallet edge chain (REST → Connect → FlatBuffers) plus
its codec unit test; no wallet UI yet.
Bring the frozen owner decisions log into the repo at
docs/PAYMENTS_DECISIONS_ru.md (it was untracked under .vscode) and reference it
from PLAN.md; record the read-cache design and the present-sources interface in
PLAN.md and docs/PAYMENTS.md (+ RU mirror).
Record the execution platform (kind vk|telegram|direct + device subtype
ios|android|web) on each session, captured at creation and carried
gateway->backend as a trusted X-Platform header, so the upcoming
store-compliance gate has an unforgeable execution context.
- backend.sessions gains nullable platform_kind/platform_subtype columns
(migration 00011, CHECK-constrained, jet regenerated); session.Platform
captures them at mint, resolve returns them, middleware exposes platform(c).
kind is derived from the establish endpoint, never a client field; the
account-merge session mint inherits the caller's platform.
- gateway derives the platform (VK subtype from the signed vk_platform via
vkauth, Telegram/direct best-effort from the client) and injects X-Platform
on every authenticated backend call through the request context.
- ui submits a best-effort device subtype on the telegram/guest/email login
requests (new FBS subtype field); VK is server-derived from the signed params.
- an unattributed session is untrusted (view-only); VK/TG self-heal on the next
cold-start re-mint, direct/email on re-login.
Signal plumbing only, no user-visible change; X-Platform is inert until the
gate consumes it.
The committed go-jet code had drifted from the schema: robot_blocks and
robot_friend_requests (created in the baseline) had no generated tables, the
feedback_messages model was missing app_version/browser_tz (added in 00003 and
00004), and UseSchema omitted account_best_move and the two robot tables.
Regenerate so the jet layer mirrors the migrations again.
Additive only — two nullable columns appended to feedback_messages plus two new
tables; the full build, vet, unit and integration suites stay green.
Stand up the payments data foundation: a self-contained `payments` Postgres
schema for the in-game currency, wallets, benefits, catalog, orders and the
append-only operations ledger, behind a domain package — nothing wired to real
money yet.
- Migration 00010: the `payments` schema and a NOLOGIN confinement role (ALL on
payments.*, nothing on backend); the ledger with a BEFORE UPDATE/DELETE
append-only trigger and a partial idempotency index; the materialised
balances/benefits; the catalog (atoms seeded) + products + per-method prices;
the typed single-row config; orders and payment_events. There is no
cross-schema foreign key — account_id is a plain uuid kept consistent in code,
which keeps the domain extractable. Expand-contract and reversible.
- Money is a bigint in the currency's minor units carried by a `Money` value
type (exact, math/big): no float ever touches an amount, and a whole-unit
currency cannot hold a fraction.
- Extend jetgen to generate the payments schema; construct the service in the
composition root behind a narrow interface with a boot reachability check.
- Tests: integration (role confinement via SET ROLE, the append-only trigger,
CHECK constraints, the idempotency index, and a forward+backward migration),
Money unit tests, and an import-boundary test keeping the payments jet code
private to the domain.
- Docs: PLAN.md, docs/PAYMENTS.md (+ _ru mirror) updated to the built model.
The deploy job gated only on the event/ref, so a docs-only PR into
development (where unit/integration/ui/conformance path-skip) still
redeployed the test contour for nothing. Gate it on the `changes` job
too: deploy only when the Go or UI side changed. `changes` still
defaults both true when the diff is uncomputable, and a workflow/deploy
edit forces both true, so ambiguous or infra changes still deploy.
The 2-4 hotseat players now start in a random seating order (so who goes
first, and the turn order, is random) — matching the online games. The
engine starts at seat 0, so shuffling the seats at creation picks the
starter; the shuffle is seed-driven (a distinct derivation from the tile
bag), so replay reproduces it. Scoped to hotseat — vs_ai stays human-first.
- lib/roster.ts: shuffleSeeded (unit-tested); NewGame shuffles buildSeats
with the game seed before create.
- e2e: pin a seed that keeps the roster order so the lock assertions stay
deterministic.
Bring the online lobby badge and the in-game 'you won/lost' text to the
same competition ranking the hotseat seat medals use: in a 3-4 player game
a TIE for the lead is a SHARED victory for the top scorers and a placed
finish for those below — not a full draw for everyone (winner() is -1 on
any tie, so isWinner alone conflated them). An aborted game and a genuine
all-level finish stay a draw; a win by resignation (winner at a not-higher
score) is unchanged.
- result.ts: resultBadge no-winner branch ranks by final score; placeBadge
helper; resigned seats excluded from the ranking.
- Game.svelte: resultText aligned (shared lead = won, below = lost).
Reported: a hotseat game ended by 6 scoreless passes deducts each rack
(correct rule, same as online: -8/-14/-8 here), which tied two seats for
the lead. The engine's winner() returns -1 on a tie, so seatMedal read it
as a full draw and gave EVERY seat the last-place medal.
- result.ts: seatMedal now ranks by the FINAL score (competition ranking —
a tie for the lead shares the trophy), not the single-winner flag. A
resigned / host-excluded seat places last with no medal and does not push
the others down.
- model.ts: Seat.resigned (offline-only); engine.resignedOf getter; the
local source surfaces it on the game view.
- The scoreless rack deduction is unchanged (standard rules, owner-confirmed).
Per owner: a vs_ai game (one human) keeps its 'you won/lost' status text
AND its lobby medal — the hidden-status + per-seat-medal treatment applies
only to hotseat, where 2-4 local players make a single 'you' meaningless.
isLocalGameId -> game.hotseat at the three call sites (statusBlock, seat
plaque, lobby card).
For a local (offline) game the outcome is not always about a single
'you' (hotseat is 2-4 players), so:
- Game.svelte: a finished local game no longer shows the viewer-centric
'you won/lost/draw' status; instead each seat plaque shows a per-seat
place medal, left of the name (result.seatMedal — trophy for the winner,
then places by score; a draw medals everyone).
- Lobby.svelte: a local game shows no lobby medal (resultBadge is
viewer-centric and no seat matches the account) — its result lives on
the in-game plaques.
- result.ts: seatMedal(game, seat), unit-tested.
- History drawer in a local (offline) game: the seat plaques no longer
show the add-friend/block controls — canAddFriend/canBlock now exclude a
local game (hotseat seats have synthetic account ids that slipped past
the vs_ai-only guard) — and the Dictionary entry is restored: an active
hotseat game keeps the comms button, and CommsHub is Dictionary-only for
a chatless vs_ai OR hotseat game (ChatScreen never mounts offline).
- Enter on any single-line <input> now dismisses the soft keyboard (blur);
a <textarea> (feedback) keeps Enter for newlines. One global handler.
- Login email code: the friend-code spread-digit style (.codein), a
6-char cap, auto-submit on the 6th digit, and Enter to submit.
- e2e: the local-game history has no social controls and keeps the
dictionary entry.
iOS Safari/WKWebView does not shrink the layout viewport for the soft
keyboard (Android Chrome does): the visual viewport shrinks AND offsets
down toward the focused field, and the values do not cleanly revert. The
pinned shell tracked only the height (--vvh), not the offset, so its
top-anchored content misaligned on iOS — empty space below the form,
worst on a repeat focus. Fix (one place; covers NewGame, Chat, Feedback):
- app.svelte.ts syncViewport: also mirror visualViewport.offsetTop into
--vv-top, and scroll the focused field into view on the keyboard-open
transition (iOS does not reliably scroll a pinned document to it).
- app.css: the pinned app-shell body follows top=--vv-top + height=--vvh
(was inset:0), so it stays on the visible area.
- e2e/viewport.spec.ts emulates the visual-viewport resize+offset (a fake
window.visualViewport) to verify the shell follows, on Chromium+WebKit.
Hotseat: returning to the lobby now re-locks the current seat (its PIN is
re-prompted) — LocalSource.relock, cleared in Game.svelte onDestroy.
Root-caused a crash it exposed: a $props() value (id) reads back undefined
during Svelte teardown, so isLocalGameId(id) threw and aborted onDestroy
(breaking navigation) — read the id from the loaded view instead.
- NewGame: all three forms (quick / friends / hotseat) now use the
Profile sub-view's natural-flow .page (no forced height, no pinned-CTA
.grow/.fg scroll), so the screen's single .content scroll + --vvh handle
overflow and a focused name input scrolls into view cleanly — fixes the
keyboard blank-space / deep-scroll regression. One layout rule, one place.
- PinPad: pause 250ms after the 4th digit before the verdict, so the fill
(and the shake on a wrong PIN) reads as a deliberate response.
- e2e: typePin waits for empty dots before typing (robust to the pause).
The nested scroll region regressed the keyboard behaviour (a double
scroll: the whole screen scrolled with a huge blank area under the Start
button, and a focused bottom row hid behind the keyboard). Drop it: the
hotseat form now flows naturally and scrolls with the screen's own scroll
(.page.scrollform: no forced full height, no pinned button), and a name
input scrolls itself into view (centred above the keyboard) on focus.
Owner review of the pass-and-play PR:
- Roster delete (bug): a correct host PIN now ARMS a delete cross next to
the row (mirroring the lobby delete) instead of removing it silently;
tapping the kebab again clears the host authorisation.
- Variant picker (UX): replace the dropdown with the Quick-Match variant
plaques + the multiple-words toggle, one-to-one.
- Keyboard layout (UX): the roster sits in a scroll region with the Start
button pinned (friends-form pattern), so a name input's soft keyboard
shrinks the region instead of leaving a full-height blank spacer painted
behind the keyboard.
- e2e: variant via plaque + a row-delete (arm then cross) regression step.
PWA stale-version (pre-existing, same PR):
- sw.ts: register the network-first NavigationRoute BEFORE precacheAndRoute.
Workbox matches in registration order and the precache route (directoryIndex
index.html) shadowed the shell navigation, serving it cache-first — the old
build's __APP_VERSION__ until a second load. Fixes both the maintenance
self-reload and a cold open after a deploy. Doc updated (ARCHITECTURE).
- source: a finished hotseat game is never locked (its final rack is
shown for review, not an Unlock button); guard locked on !isOver.
- bundle-size: raise the app-entry budget 115 -> 120 KB for the hotseat
UI (PIN pad, roster, host menu), which lives in the always-loaded New
Game / Game / Lobby screens; the offline engine + PIN hashing stay lazy.
Add the Playwright mock e2e for offline pass-and-play (Chromium+WebKit):
create a 2-seat hotseat with a PIN-locked seat, verify the rack is
withheld, unlock (wrong then right PIN), host-skip the current turn, and
terminate from the lobby behind the master PIN.
The e2e surfaced a persistence bug: the roster PINs are $state proxies,
which fail structured-clone on the IndexedDB put (silently — best-effort
store), so a created hotseat game vanished on reload. Snapshot the seats
+ host PIN to plain objects at the create() call site.
Lobby.svelte: hotseat games show the kebab / swipe delete in BOTH the
active and finished groups (not finished-only); deleting one opens a
master-PIN pad first — active = terminate (no result), finished = remove
— so the last mover cannot instantly wipe a game. Local games stay
deletable offline. Non-hotseat games are unchanged (finished-only, free).
Game.svelte drives a hotseat game:
- the seat-to-move's rack is replaced by an Unlock button when the seat
is PIN-locked (board stays visible); canMove gates the move controls
on the unlock; PinPad(verify) -> source.unlockSeat reveals it.
- the hint slot becomes a host button (hints off in hotseat), always
enabled while the game runs (acts on a locked seat too). Master-PIN ->
action sheet: skip current / exclude a player / end the game, each with
a confirm + a fading check; terminate deletes and returns to the lobby.
- per-turn advance re-fetches the next seat's (locked) state; self-resign
and chat are hidden (hotseat resign is a host action, no comms).
- gamesource: expose unlockSeat / verifyHostPin / hostAction on the local
proxy. i18n hotseat.* (en + ru).
NewGame offline 'with friends' now builds a local pass-and-play game:
- lib/roster.ts: keep-last-valid name + roster->seats (unit-tested).
- NewGame.svelte: master host-PIN gate (rows disabled until set),
'are you playing too?' prompt seating the host at row 0, 2-4 player
rows with inline name validation + optional per-seat PIN, add/remove
(remove behind the master PIN), variant + multiple-words, Start.
- PinPad: verification via a verify(pin) callback (UI-held lock at
creation, source-held in-game) instead of a lock prop.
- i18n: hotseat.* (en + ru); the offline mode selector is now shown offline.
Extend the local game to offline pass-and-play (hotseat):
- serialize.ts: Seat.pin, record hotseat + hostPin (all optional; old
vs_ai records read hotseat as false).
- source.ts: create() takes hotseat/hostPin + per-seat pins; stateView
reveals the seat-to-move's rack and withholds it (locked) when that
seat is PIN-locked, until unlockSeat; ephemeral per-turn unlock
re-locks on advance; new unlockSeat / verifyHostPin / hostAction
(skip/resign/terminate); gameView sets vsAi=!hotseat + the hotseat flag.
- model.ts: GameView.hotseat, StateView.locked (offline-only, optional).
Tests: source.hotseat (lock/unlock/re-lock, host skip/resign/terminate,
master-PIN gate, natural-end persistence) + serialize hotseat shape.
Groundwork for offline pass-and-play (hotseat) seat/host PIN locks:
- lib/pin.ts: salted SHA-256 PinLock (newSalt/hashPin/newLock/verifyPin);
a social lock for a shared device (documented, not cryptography).
- components/PinPad.svelte: 4-digit keypad (set/verify/change), auto-submit
on the 4th digit, shake on mismatch, hardware-keyboard support.
- i18n: pin.* keys (en + ru).
Engine/source/UI wiring follows.
navigate() wrote location.hash and left router.route to the asynchronous
hashchange event. bootstrap flips app.ready in the same tick right after
navigate('/login') on an unauthenticated cold start, so for one frame the app
rendered with app.ready=true and the stale route ('lobby', from the empty hash)
— briefly mounting the lobby shell (tab bar + a doomed games.list) under the new
login screen before hashchange settled it.
Update router.route synchronously inside navigate(); the later hashchange
re-parses to the same value. This removes the boot lobby-flash (and its spurious
games.list 401) and, as the root cause, the offline e2e flake: enterLobby could
latch that transient lobby tab-bar instead of clicking through login, then the
Settings-tab click at line 44 fought the tab detaching into the login slide
(~7% of runs, both engines).
Also:
- offline.spec enterLobby: wait for the guest button and click it, instead of a
point-in-time count() that a pre-login splash frame sampled as 0 (skipping the
click and hanging / latching the transient).
- New e2e router.spec pins the synchronous-route property (RED on the old code,
which returned the previous route; GREEN now) via a mock-only __router seam.
Verify: check 0 / unit 490 / build / bundle 114.3/115 / full e2e 200 / the
offline+router stress at 40x on both engines 160/160 (was 6/80 failing).
Entering a vs_ai game from the lobby armed the idle-hint countdown only in load() (after
the gameState round-trip), so the lock popped in after a visible delay. Arm it on the
instant warm-cache render in onMount too — the preloadGames-warmed StateView carries
hint_unlock_left_seconds; load() then refreshes the snapshot. A first move (0 seconds
left) stays open.
Online vs_ai hints were broken: #207 made the vs_ai hint button always-enabled and
wallet-free (assuming all vs_ai = the offline idle-gate), but the backend still served
online vs_ai from the allowance/wallet, so over-clicking hit ErrNoHintsLeft -> a generic
error toast. Now online vs_ai uses the SAME idle-gate model as offline.
Backend: Hint() for a vs_ai game skips the allowance/wallet and increments no hints_used
(owner: vs_ai counts toward no hint statistic), and is idle-gated from the SERVER clock --
it returns ErrHintLocked (code hint_locked) until the robot's last move + 30 min, else
serves the top move. GameState/StateView expose hint_unlock_left_seconds (server-computed
seconds remaining; 0 for a human game / first move / not-your-turn). Pure helper
hintUnlockLeftSeconds unit-tested.
Wire: StateView gains hint_unlock_left_seconds (FlatBuffers, additive); pkg/wire + gateway
transcode carry it (round-trip test).
Client: the gate counts down from a MONOTONIC clock (performance.now()) anchored to the
source's seconds-left when it lands (on load from the view; to the full window when the
robot moves), so a client clock change cannot skew it and a relaunch re-reads a fresh
value. The vs_ai hint button (online + offline) shows the lock + toast; doHint handles the
hint_locked backstop by re-syncing. Replaces #207's absolute hintUnlockAtMs on the
wire/model/delta (the offline record keeps the absolute for persistence; the view exposes
seconds-left).
Docs FUNCTIONAL(+_ru)/ARCHITECTURE updated. Verified: go build/vet + game/server/transcode
tests (+ new hintUnlockLeftSeconds); ui check 0 / unit 490 / e2e 198 (one pre-existing
webkit offline flake) / app entry 114.2/115.
Two pre-existing offline bugs, both exposed once offline mode became usable (cold boot +
toggling), owner-reported on the contour.
Bug 1 -- offline tiles render weight 0. The rack/board read tile values from the
lib/alphabet cache, populated only by the online wire codec (server-sent alphabet) or the
mock (so the e2e masked it). A local game never goes through the codec, so on a cold
offline boot with no prior online session the cache was empty and every value read 0
(scores stayed correct -- they come from the offline ruleset). Fix: the local source
seeds lib/alphabet from the static offline ruleset (letters + values) when it builds a
game view.
Bug 2 -- the lobby showed (and could open) the other mode's game after a toggle. Two
causes: (a) the lobby cache was not mode-tagged, so getLobby() instant-rendered the last
snapshot regardless of mode; (b) load() wrote the module list after an await with no
generation guard, so a slow online gamesList() finishing after a fast offline list() (or
vice versa) left the wrong mode's games on screen. Fix: tag the snapshot with offline and
gate getLobby() on it; add a load-sequence guard so only the latest load() writes.
- localgame/source.ts: ensureAlphabet from the ruleset in gameView (+ unit test).
- lobbycache.ts: LobbySnapshot.offline + getLobby(offline) mode check (+ tests).
- Lobby.svelte: setLobby tags the mode; load() carries a generation guard.
check 0 / unit 485 / e2e 198 / app entry 113.8/114.
Per the owner's call, the idle-hint gate now PERSISTS across leaving and reopening the
app, instead of the session-scoped monotonic clock: the unlock is a wall-clock instant
(hintUnlockAtMs) stamped from the robot's reply, stored on the local record, carried on
the game view + the opponent_moved move delta, and read through a sanitiser that caps it
at now + the window. So:
- the wait survives a relaunch (a stuck turn is not forgotten);
- a device clock set BACK cannot freeze the gate (the cap bounds the remaining to the
window and self-heals on the next read);
- a clock set FORWARD just opens the hint early -- accepted as harmless for a solo game.
- lib/hints.ts hintGateRemainingMs now takes the unlock instant + clamps to the window.
- localgame: re-add hintUnlockAtMs to the record/meta; stamp it off the robot's reply;
sanitise on read (a shared hintUnlock helper feeds stateView + the opponent_moved event).
- gamedelta + PushEvent: the move delta carries hintUnlockAtMs so the view stays fresh.
- Game.svelte: hintUnlockAt derives from the view; the tick + lock + toast unchanged.
- offline.spec.ts: also assert the lock survives a reload (the wait persisted).
- Docs FUNCTIONAL(+_ru)/ARCHITECTURE updated (persist + sanitiser, not monotonic-resets).
A vs_ai hint is now unlimited and wallet-free, but idle-gated as an anti-frustration
aid: it unlocks only after the player has been stuck ~30 min on a turn (timed from the
robot's last move; the human's first move, before the robot has played, is exempt).
While gated the hint button carries a small lock badge and a tap shows the remaining
minutes ('Available in N min.'); the lock lifts live at the mark.
The gate is enforced CLIENT-SIDE against a MONOTONIC clock (performance.now()), never a
wall-clock timestamp: a device clock the player controls (or an auto-sync) must not be
able to open or freeze it. The wait is therefore session-scoped -- a reload restarts it
(there is no tamper-proof way to carry idle time across a relaunch without a wall clock).
An online vs_ai game will gate the same way but from the server's clock (a follow-up).
- lib/hints.ts: HINT_GATE_MS + pure hintGateRemainingMs (monotonic) + hintLockMinutes;
removed the wall-clock hintRemainingMs. Unit-tested red->green.
- Game.svelte: the monotonic gate (hintGateStart/monoNow, armed on the turn change), a
vs_ai hint button (plain: no confirm, no count; lock badge + gated tap -> toast), a
live 10s tick.
- localgame: removed the wall-clock hint gate and the now-dead robotLastMoveAtUnix field
from source.ts/serialize.ts (the client is authoritative); hint() just serves the top
move.
- i18n game.hintLockedIn.
- offline.spec.ts: assert the first move is un-gated and the lock arms after the robot moves.
- Docs FUNCTIONAL(+_ru) + ARCHITECTURE; bundle budget 114->115 (game-screen feature).
A Playwright spec drives the whole offline flow in the mock build: force the
installed-PWA display mode, enter offline via the Settings toggle (its readiness check
fetches the dawgs), assert the blue chrome + online-games-hidden + Stats-disabled, then
create and play a device-local English vs_ai game with a pinned bag seed (deterministic
rack NEWYMAO) -- play the opening WAY across the centre, watch the robot reply with a
real move, and reload to confirm the IndexedDB replay.
Enabling infra (all e2e-only; nothing enters the production build):
- mock/client.ts fetchDict serves the per-variant dawgs from the preview build's
/e2edict/ (was: threw 'unsupported in mock').
- scripts/e2e-dict.mjs copies the real dawgs into dist-e2e from E2E_DICT_DIR (the ui CI
job fetches the scrabble-dictionary release like the Go jobs; local default: the
sibling scrabble-solver/dawg); playwright.config runs it between build and preview.
- localgame/id.ts setForcedSeed + gateway.ts window.__mock.setLocalSeed: a mock-only
seam to pin a local game's bag seed (tree-shaken from prod).
- ci.yaml ui job: fetch the dawgs + pass E2E_DICT_DIR to the e2e step.
- docs/TESTING.md: the offline e2e + the mock-dawg wiring.
Verified: check 0 / unit 482 / e2e 198 (both engines) / app entry 113.8/114.
Flipping the Settings toggle to offline now checks that every enabled variant's
dictionary is on the device before entering offline mode: it fetches missing ones
cache-first and waits up to ~5 s (raceOfflineReady + the lazy dict/offlineready),
greying the toggle meanwhile. If they cannot be readied in time it stays online and
shows a 'needs internet' note, while the fetch keeps warming the cache in the
background so a later flip is instant. Leaving offline is never gated.
Prevents entering a half-baked offline mode (no dawg -> cannot create/play a local
game) when the background preload has not finished (poor connection, or an immediate
flip right after install).
- offline.ts: raceOfflineReady (pure, injected sleep; unit-tested red->green)
- dict/offlineready.ts: ensureOfflineDicts (cache-first preloadDicts, lazy chunk)
- offline.svelte.ts: requestOffline + TOGGLE_READY_BUDGET_MS
- Settings.svelte: checking/needsData state, disabled toggle, inline note
- i18n: settings.offlineChecking / settings.offlineNeedsData (en+ru)
- docs: FUNCTIONAL(+_ru) offline story + ARCHITECTURE offline paragraph
The offline auto-detect shipped in #202 (cold-start no-connection dialog / auto
offline) and #203 (mid-session flight-mode reactivity) but neither PR baked the
docs. Add the user story to FUNCTIONAL.md (+ _ru mirror) and the mechanism to the
ARCHITECTURE offline section: the auto vs deliberate distinction, the cold-start
navigator.onLine / bounded reachability-probe decision, the mid-session window
online/offline events backed by a navigator.onLine poll (the events are unreliable
on some platforms, notably iOS PWAs), and the reachability probe being the one call
exempt from the offline kill switch.
The auto-offline -> online return was dead because setOfflineMode never set the
'auto' flag: I added the state + getter but forgot the assignment, so it stayed
false. So scheduleRecovery bailed immediately (no poll ran) and the online event's
'if (active && auto)' was false. The contour diagnostic confirmed offline.auto
stayed false after an auto-offline. Add 'auto = on && !persist'.
Also remove the temporary network diagnostic panel (netdiag + the lobby strip) --
it did its job of pinpointing this.
A fixed strip in the lobby showing live navigator.onLine / offline.active /
offline.auto / connection.online plus a timestamped event log (offline/online
events, poll ticks, checkReachable results, mode changes) - to pinpoint where the
auto-offline -> online transition breaks on the contour. A 1s heartbeat logs
navigator.onLine flips even if the events never fire. Skipped in the mock; to be
reverted with the fix.
The auto-offline -> online return still did not fire: the retry hung on the
'online' event, which an installed PWA often does not deliver. Replace it with a
lightweight poll while in auto-offline that reads navigator.onLine (a reliable
live flag, unlike the event) and only hits the network for a reachability check
when the interface is actually up - so flight mode ON costs no radio, and flight
mode OFF is detected within ~4s and returns online. The 'online' event, when it
does fire, just kicks an immediate check. Runs only in auto-offline (deliberate
offline is the player's choice); wired for both the mid-session and cold-start
auto-offline paths.
Two mid-session issues found on the contour:
- Auto-offline did not return to online after the network came back: a single
reachability check right after the 'online' event failed (the interface is up
before the gateway is actually reachable again). Retry a few times with backoff
(tryReturnOnline) — that is what actually gets the app back online.
- An online game viewed while offline (flight mode on) still enabled its network
actions, so they hit the kill switch and raised 'something went wrong' toasts.
Gate them: netReady = isLocalGame || (connection.online && !offlineMode.active)
— a local game stays fully usable; an online game's make/exchange/hint/resign
disable while offline and re-enable when back. Also suppress the 'offline' code
in handleError (a blocked call in offline mode is expected, not a toast).
React to the network changing while the app is open (e.g. the player toggling
flight mode), via passive online/offline events - no polling, no battery cost:
- interface lost -> enter offline mode for the session (auto);
- interface back -> if the offline was auto, verify the gateway is really
reachable (an interface being up does not guarantee it) and return online; a
deliberate offline (the toggle or the cold-start dialog) is left as-is.
- offline.svelte: track `auto` (auto-detected vs the player's deliberate choice).
- connection.svelte: checkReachable is now a pure one-shot (the caller decides);
the reachability watcher never probes in offline mode (events drive recovery).
- transport.ts: the reachability probe is exempt from the kill switch - it IS
the mechanism that decides whether to return online, fired only deliberately.
- app.svelte.ts: initNetworkReactivity wires the events (web-only, skipped in
the mock); called from bootstrap.
Online unaffected (skipped in the mock e2e): e2e 196. Mid-session reactivity is
contour-verified.
A sticky-online cold start with no network hung the splash on adoptSession's
retrying profile fetch. Now, for an offline-capable web install with a cached
profile:
- No network interface (navigator.onLine === false) -> enter offline mode for
the session (no dialog; the next launch re-evaluates).
- Interface up but the gateway is unreachable within 3s (a single-attempt
reachability probe, not the 6-retry loop) -> a 'No connection. Enable offline
mode?' dialog: Enable -> sticky offline; Keep trying -> the normal online
adopt (retries, 'Connecting...').
- connection.svelte: checkReachable(timeout) - a bounded single probe.
- offline.svelte: setOfflineMode(on, persist) - auto-offline is session-only, a
deliberate choice (dialog/toggle) is sticky.
- app.svelte.ts: the cold-start auto-detect in bootstrap + the dialog resolver;
App.svelte renders the boot dialog. i18n en/ru.
- App-entry bundle budget 113->114 (the boot path cannot be lazy-loaded).
Online cold-start unaffected (auto-detect gated to isStandalone, off in the mock
e2e): e2e 196. The offline paths are contour-verified.
Next: PR2 - mid-session flight-mode reactivity (online/offline events).
The lobby's finished-game delete (hide) always called gateway.hideGame; for a
local (offline) game the transport kill switch refused it, so it toasted and the
game stayed. Route by id: a local game is removed from the device store + the
source cache (LocalSource.delete), an online game still hides on the backend.
The C1 service worker served the precached shell for every navigation, even
online, so a new deploy only reached a client after the worker updated its
precache in the background (a one-launch lag): a cold online start showed the
old version until then, and only a reinstall forced it fresh.
- sw.ts: navigations are now network-first — fetch the fresh (no-cache) shell
from the server on each online launch (it references the new hashed assets,
fetched fresh), with a 3s timeout falling back to the precached shell when the
network is unreachable or too slow. Only the tiny HTML is re-fetched; the
immutable hashed assets stay cache-first and re-download only when their hash
(the version) changes. Offline cold-launch still works via the fallback.
- webui.go: serve sw.js with Cache-Control: no-cache so the browser reliably
detects a new deploy's worker (regression-tested).
Online launch is contour-verified (the mock e2e disables the SW); e2e 196.
No new deps — the network-first handler is hand-written (~12 lines).
NewGame's onMount fetched the friend list (gateway.friendsList) for a non-guest;
offline the transport kill switch refuses it, so it toasted on entering the New
Game screen (the local game still created fine). The friends section is hidden
offline anyway — skip the fetch when offline.
Offline mode was 'fiction': the UI only disabled the Stats tab, but Profile was
reachable and a profile save actually hit the server and reported 'saved'.
Two layers now:
- Transport kill switch (transport.ts): in offline mode every network op — each
unary RPC (exec), the live stream (subscribe), the dict/metrics fetches and
the reachability probe — is refused before it leaves the device. Offline
truly means offline regardless of any UI that slips through. The local
(device-only) game path never uses this transport, so it is unaffected.
- UI gating: the Profile and Friends tabs (SettingsHub) and the Feedback entry
(About) are disabled offline, and the hub falls back to Settings (which holds
the online/offline toggle); the lobby Stats tab was already disabled. In-game
social/export are already hidden for a vs_ai game.
Online unaffected (offlineMode is off): e2e 196. Offline gating is
contour-verified (the mock e2e cannot enter offline).
In a local game the human seat's account id was a synthetic 'local:human:0',
so seatName's `accountId === session.userId` check never matched: the game
header rendered BOTH seats as 🤖 (the vs_ai fallback), and the lobby's
groupGames could not find the viewer's seat, so a human's turn read as
'Their turn' with the hourglass. Carry the real account id on the human seat
(create -> record -> GameView); the robot keeps its synthetic id.
Local games created before this fix keep the old display (no migration).
The offline cold-boot never engaged: it persisted app.profile — a Svelte
$state proxy — which is not structured-cloneable, so the IndexedDB write threw
and fell back to a localStorage entry that loadProfile (IDB-only on a
successful-empty read) never reads. loadProfile returned null, the boot
short-circuit missed, and it even cleared the sticky offline flag — so offline
mode stopped persisting across relaunches (owner-observed on the contour).
- Persist $state.snapshot(app.profile) (a plain object) at both persist sites,
so the IndexedDB write succeeds and loadProfile round-trips.
- Drop the setOfflineMode(false) fallback: keep the deliberate offline flag on a
cache miss (the mode is the player's choice; an online boot re-persists the
profile so the next launch goes offline). A truly offline launch with no
cached profile is unreachable (enabling offline needs a prior online session).
An installed PWA relaunched with the network off hung on the splash: C1's
precache served the shell, but bootstrap() adopted the session and fetched the
profile over the network, which hung. Persist the profile (on every online
adopt + refresh, cleared on logout) and short-circuit bootstrap when the
deliberate offline flag is sticky-on: with a cached session + profile, skip the
network and land straight in the offline lobby. Without a cached profile (never
online), drop the sticky flag and boot online — the first launch must be online.
- session.ts: saveProfile/loadProfile/clearProfile (mirror saveSession).
- offline.ts: shouldBootOffline decision (unit-tested).
- app.svelte.ts: persist in adoptSession + refreshProfile, clear on logout,
the offline boot short-circuit in bootstrap.
Docs: ARCHITECTURE. Online cold-start unaffected (e2e 196); the offline boot is
contour-verified (the mock e2e cannot enter sticky-offline).
For an honest-AI (vs_ai) game the comms hub relied on a post-mount $effect to
switch from the Chat tab to the Dictionary, so ChatScreen mounted for a beat
and fired its chat/state fetch over the network. Online that was a wasted
call; offline it threw and raised a 'something went wrong' toast on entering
the word-check form (the check itself already worked). Start the comms hub on
the Dictionary tab immediately for a vs_ai game, so ChatScreen never mounts.
Two offline bugs found on the contour:
- The word-check screen (CheckScreen) called gateway.gameState/checkWord
directly, so in an offline (local) game it hit the network and errored
("something went wrong"). Route both through gameSource(id) — the local
source answers from the device dawg. The complaint control (online-only,
no offline backend) is hidden for a local game.
- The lobby did not react to the offline-mode toggle (which lives in Settings,
so the lobby can stay mounted): an online game lingered until the next
reload. Reload on an offlineMode flip so entering offline immediately shows
only device-local games.
Cold offline launch hanging on the splash (boot still fetches the profile over
the network) is the separate C2 offline-boot follow-up (needs a persisted
profile + a boot short-circuit).
In offline mode the lobby now shows only the device-local games and its
New-vs-AI entry creates one through the in-browser engine — the visible
payoff of the offline mode.
- LocalSource.list() reconstructs a lobby GameView per stored local game by
replay, exposed through the lazy gamesource proxy; unit-tested via an
in-memory store.
- Lobby.load() branches on offlineMode: lists local games and skips every
gateway call (no online games/invitations/incoming); the Stats tab is
disabled offline.
- NewGame offline: find() creates a device-local vs_ai game via
LocalSource.create using the profile's advertised dict version + a local
seed; the friends flow and the random-opponent option are hidden, and the
variant picker / Start are enabled offline (were gated on connection).
- id.ts: newLocalGameId + randomSeed (tested).
Docs: ARCHITECTURE + FUNCTIONAL(+ru) offline-mode section.
Deferred to fast-follow: the Settings Friends/Profile/Feedback affordance
gating, the flip-to-offline readiness wait, the offline mock e2e (needs
mock-dawg support), and the local-hint UI. The offline flow is verified on
the test contour — the mock e2e cannot enter offline mode (the toggle is
gated to an installed PWA).
Migrate the former install-only public/sw.js to a custom (injectManifest)
service worker built from ui/src/sw.ts by vite-plugin-pwa. It precaches the
app shell + hashed assets (Workbox) so an installed web PWA cold-launches with
no network, and falls in-scope navigations back to the precached shell (the
hash router resolves the route client-side). This is the C1 prerequisite for a
usable offline mode: without it a cold offline launch cannot load the bundle.
- ui/src/sw.ts: skipWaiting + clientsClaim + cleanupOutdatedCaches +
precacheAndRoute(__WB_MANIFEST) + a NavigationRoute fallback to index.html,
deny-listing the RPC path and /_gm. The Connect stream and API POSTs are
never precached nor intercepted.
- vite.config.ts: VitePWA(injectManifest); manifest:false (we ship our own),
injectRegister:false (registration stays manual + web-only in pwa.svelte.ts),
disabled in the mock build (Playwright unperturbed); landing + polyfills
excluded from the precache.
- Removed public/sw.js; the registration path (dist/sw.js at /app/) is unchanged.
- New dev deps: vite-plugin-pwa + workbox-{core,precaching,routing}.
Docs: ARCHITECTURE + gateway/README. Offline cold-launch is contour-verified
(the mock e2e harness disables the SW).
An installed PWA (standalone web + confirmed email) warms the dictionaries
for the player's enabled variants while online — on lobby entry and on a
variant-preference change — using the per-variant version the profile now
advertises, so a later switch to offline mode already has the data.
- dict/preload.ts: pure preloadDicts (retry + linear backoff, honours the
session dictionary miss-breaker); node-tested.
- dict/preloadrun.ts: lazy browser orchestration (real getDawg), imported
dynamically so the loader and move generator stay out of the main bundle.
- offline.svelte.ts: kickDictPreload, gated by the pure, tested
offlinePreloadEligible, plus the reactive first-lobby preload warning.
- Header shows a poor-connection notice in the ad-banner slot on a
first-lobby preload failure (offline.preloadWarning, en/ru).
- App-entry bundle budget 112->113 for the irreducible main-side wiring
(documented in bundle-size.mjs); the heavy parts remain lazy chunks.
Docs: ARCHITECTURE offline-mode + dict-preload mechanism.
The Profile now carries dict_versions (game variant -> current dictionary
version), populated from the dictionary registry at the profileResponse
choke point, so an installed PWA can preload the matching dawg per enabled
variant off the existing cold-start profile request instead of adding a
round-trip for a rare feature.
Wire path: FBS DictVersion table + Profile.dict_versions (additive,
backward-compatible trailing field) -> backend dto/registry -> gateway
ProfileResp + FBS encoder -> client codec decode into a per-variant map on
model.Profile. Empty in a degenerate no-dictionary deployment; the mock
serves v1.3.0 for all three variants. Codec decode covered by a
bite-tested round-trip unit test.
The deliberate offline mode is now visible: an installed web-PWA user with a confirmed
email can switch to offline in Settings, and the header turns blue with an "Offline"
chip. (Network gating, the dict preload, the offline lobby + local-game creation, and the
service-worker precache follow in later Phase C steps.)
- offline.ts / offline.svelte.ts: a sticky, device-scoped reactive offline flag
(offlineMode), distinct from connection.svelte's transient reachability signal, with the
pure persistence + readiness helpers (offlineReady / missingDicts) unit-tested.
- Settings.svelte: an Online / Offline toggle, shown only for an installed web PWA with a
confirmed email (the SW-launch + durable-account preconditions).
- Header.svelte: a blue-tinted nav (color-mix from the accent, so it tracks light/dark and
a Telegram theme override) + an "Offline" chip while offline; the deliberate mode
suppresses the transient "Connecting…" indicator.
Behaviour-preserving online (the toggle is hidden and offlineMode is false there; e2e 196
green). App entry stays within its size budget (111.6 / 112 KB gzip).
The game screen now drives a local vs_ai game through the offline engine, dispatched by
game id — completing the playable local game (on top of the source, #193). Online play
is unchanged.
- gamesource.ts: gameSource(id) returns the local source for a `local:` id, else the
gateway (the same game-loop interface). The offline engine stays OUT of the app entry
bundle — it is dynamically imported on first use (a separate chunk), so online-only
users never pay for it (the app entry stays within its size budget).
- localgame/id.ts: the tiny id helper (no engine imports) the dispatcher branches on.
- Game.svelte: the game-loop calls (state/history/submit/pass/exchange/resign/hint/
evaluate/draft) go through gameSource(id) instead of the gateway directly; a local
game's robot-reply events route through the same app event hub the network stream
feeds, so the screen reacts to opponent_moved / game_over identically.
Behaviour-preserving for network games (gameSource returns the gateway for them). Local
verify green: check + test:unit + build + bundle-size gate + e2e (196 passed).
A GatewayClient-shaped facade over the offline engine, so the same game screen can drive
a local vs_ai game with no backend (the wiring into Game.svelte is B3.2).
- source.ts: LocalSource implements the game-loop subset (GameLoopSource) for a local game
id — gameState/gameHistory via replay, submitPlay/pass/exchange/resign apply the human
move then run the robot (decide(generateMoves)) synchronously, persisting both and
delivering the robot's move through a per-game event emitter (no live stream). hint is
gated to >30 min since the robot's last move; evaluate/checkWord are local. It translates
the UI's glyph space to the engine's index space with the static letters table.
- ruleset.ts: add the static per-variant letters (glyphs), pinned to the Go alphabet —
offline is now fully self-contained (no reliance on a warm server alphabet cache).
- engine.ts: submitPlay (infers the direction like the server SubmitPlay), evaluatePlay +
dictionaryHas for the move preview / word check, and record the main-word coordinate +
the words on a play (for the history MoveRecord).
- source.test.ts: create -> human pass -> synchronous robot reply via the event, the hint
gate, decoded history, and a whole game driven to completion.
Pure additive library code; no runtime behavior change (bundle unchanged).
Store an offline game durably and reconstruct it — the offline counterpart of the
server's replay rehydration. Builds on the engine (#191); not wired into the UI yet
(Phase B3).
- serialize.ts: a LocalGameRecord (seed + rules + seat metadata + the alphabet-index
move journal) and replayGame() — reconstruct a live LocalGame by seeding a fresh
engine identically and replaying the journal. The board/bag/racks are not stored; they
are deterministic from the seed and the replayed operations, so the record stays small.
The journal is dictionary-independent (alphabet-index space, stable per variant).
- store.ts: an IndexedDB store for local games (save/get/list/delete), mirroring
lib/dict/store.ts — its own database, best-effort, guarded when IndexedDB is absent.
- engine.ts: record the swapped tiles on an exchange (needed for exact replay) and expose
the game's rule config.
- serialize.test.ts: a round-trip — reconstruct a mid-game and a finished game by replay
and assert the state (board/racks/bag/scores/turn/log) is identical.
Pure additive library code; no runtime behavior change (bundle unchanged).
The offline vs_ai game engine — a faithful TS port of backend/internal/engine that
drives a whole local game with no backend. Composes with the move generator (#188) and
robot strategy (#189) from Phase A; not yet wired into the UI (Phase B2/B3).
- ui/src/lib/localgame/ruleset.ts: static per-variant tile values / bag counts / blank
count, mirrored from rules.go (offline scoring is self-contained; online uses the
server alphabet). Pinned by ruleset.parity.test.ts against a Go fixture.
- bag.ts: the tile bag (fill from counts/blanks, draw-from-end, return+reshuffle) on a
deterministic in-house PRNG — a game replays from its seed, not bit-identical to a
server game (per plan).
- board.ts: the mutable board, satisfying the validator/generator read view + set().
- engine.ts: LocalGame — deal / play (reusing validate.ts) / pass / exchange / resign,
scoreless(6) & out-of-tiles end detection, end-of-game rack penalties, winner; mirrors
game.go. The end-game math is exported as pure functions, pinned against the Go engine
(engine.parity.test.ts, 9 constructed positions).
- engine.test.ts: a full-loop smoke — two robots play a whole vs_ai game to completion
via generateMoves + decide, and it is reproducible from the seed.
- backend: movegen now dumps the per-variant rulesets; a new in-package engine emitter
(endfixture_test.go, env-gated) produces the end-game golden.
Pure additive library code; no runtime behavior change (unused at runtime, bundle unchanged).
Phase A (A4): prove the ported move generator (#188) against the FULL shipped
dictionaries, not just the tiny samples — the deep graphs and complete 26/33-letter
alphabets the samples cannot reach.
- backend/cmd/movegen: add a -dawg-dir mode that emits per-variant golden move-gen
vectors from the real dawgs (a bounded first-move + a blank case + a deep 7-tile
mid-game position). Regenerated in CI to /tmp, never committed (like the
dictgen/validategen vectors), so no dictionary version is pinned into the repo.
- ui/src/lib/dict/generate.realparity.test.ts: env-gated (DICT_DAWG_DIR +
DICT_MOVEGEN_DIR) parity against that golden — 9 positions across scrabble_en /
scrabble_ru / erudit_ru match the Go solver exactly. Skips cleanly when unset.
- .gitea/workflows/ci.yaml: the conformance job now generates the movegen golden
and points the gated vitest at it (DICT_MOVEGEN_DIR).
Phase A (2/2) of PWA offline mode: the offline robot picks its move exactly as the
server does, so a local vs_ai game plays the same. Builds on the move generator
from #188; not wired into a game loop yet (Phase B).
- ui/src/lib/robot/strategy.ts: port of backend/internal/robot/strategy.go's
move-choice slice — mix (FNV-1a, via BigInt for bit-exact uint64), playToWin
(~40% play-to-win), deviates (the fading off-strategy wobble) and selectMove
(pick the candidate whose resulting margin lands closest to the +/-[1,30] band,
conservative tie-break), composed by decide(). The generator's ranked moves feed
straight in. Think-time/sleep/nudge scheduling is server-only and not ported.
- backend/internal/robot/strategyfixture_test.go: an in-package, env-gated emitter
(EMIT_STRATEGY_FIXTURES=1) writing golden fixtures from the real Go strategy — it
reaches the unexported mix/playToWin/deviates/selectMove.
- strategy.parity.test.ts: 21 mix + 56 decision cases match Go exactly (play/
exchange/pass, the deviate flip, tie-break, band overshoot).
Pure additive library code; no runtime behavior change (unused at runtime, so the
bundle is unchanged).
First engine-first step of PWA offline mode (Phase A): the client-side move
generator — the "robot brain" a local vs_ai game will run on-device — with no
runtime wiring yet (Phase B).
- dawg.ts: add the step-by-step cursor (root/final/next/arcs), a faithful port
of dafsa traverse.go over the reader's existing bitstream.
- generate.ts: the Appel-Jacobson generator (leftPart/extendRight + cross-sets +
counts-rack + board transpose + moveKey ranking), reusing the cursor and
validate.ts evaluate/connected. A cross-set LetterSet is a Uint8Array, so the
33-letter Russian alphabet (index 32) is exact under JS bit ops.
- validate.ts: export connected for the generator's connectivity filter.
- backend/cmd/movegen: dev tool building small sample dictionaries and emitting
golden move-generation fixtures from the real Go solver (EN + RU).
- tests: dawg.cursor.test.ts (enumeration bijection vs indexOf) and
generate.parity.test.ts (7/7 vs the Go solver: empty board, mid-game, blank,
single-word rule, Russian index-32 cross-set). The committed EN sample also
unblocks the existing skipped dawg.parity.test.ts once wired with DICT_* in CI.
Pure additive library code; no runtime behavior change.
The edge request-latency histogram records seconds but used the OTel SDK's
default millisecond-calibrated bucket boundaries (first boundary 5), so every
sub-5s request fell into one bucket and histogram_quantile(0.99) interpolated
to ~4.95s for every message type — regardless of the real (millisecond)
latency. That tripped the >1s "Gateway request latency p99 high" alert on
essentially every request, flapping fire/resolve on each app open (seen on the
test and prod contours).
Set explicit second-scale bucket boundaries (0.005 … 10s) straddling the 1s SLO
so the p99 reflects real latency and the alert fires only on genuine slowness.
Regression test asserts the histogram carries a sub-second boundary.
Two email changes, per the owner:
1. Code-only login from an installed PWA. A login requested while running as a
standalone PWA now omits the one-tap confirm link from the email — the link
would open in a separate browser whose minted session cannot reach the PWA,
stranding the login. The code is typed in the same window instead. The client
sends a `pwa` flag (isStandalone) on the email-code request (a new FBS field,
threaded through the gateway); the backend omits the deeplink when it is set,
reusing the existing deletion-code link-omission path. Non-PWA browser logins
keep the one-tap link. No polling, no migration.
2. Security: the operator alert digest no longer embeds the admin-console (/_gm)
URL. An admin link must never travel in an email, where a mail provider could
cache or index it; the operator opens the console directly.
Tests: an inttest asserting the PWA login email omits the link (and a browser one
keeps it); a codec round-trip of the new pwa field; the alert-digest test flipped
to guard the admin link is absent. Docs: ARCHITECTURE + FUNCTIONAL (+ru).
Make the web SPA an installable PWA and surface it to users:
- manifest.webmanifest + an install-only service worker + 192/512/maskable
icons (ui/public); PWA head tags in index.html; the .webmanifest MIME type
registered in the gateway (the distroless image has no /etc/mime.types).
- Platform-adaptive install CTA (components/InstallApp.svelte + lib/pwa):
one-tap on Chromium, manual Add-to-Home-Screen instructions on iOS Safari,
hidden elsewhere / once installed / inside a Mini App. Shown under the
logged-out login card and at the bottom of Settings.
- The landing gains a third entry linking /app/ (the brand tile), with a
caption under all three (Telegram / VK / Веб-версия).
The service worker is navigation-only (network-first, cached-shell fallback);
hashed assets and the Connect stream are untouched. It exists to satisfy
Chromium's installability requirement and is the single growth point for a
future opt-in offline mode.
Tests: pwa.ts unit tests; a webui probe (manifest/sw.js content-type + the
SPA-fallback-to-HTML trap); e2e for the one-tap CTA, the iOS instructions
modal and the landing web entry. Docs: ARCHITECTURE §13, FUNCTIONAL (+ru),
gateway README.
Non-default campaigns gain an optional colour override (background / text /
link) in two sets — one for every theme, one for the dark theme only — and an
"urgent" flag.
- Colours ride profile.get as six trailing FlatBuffers strings on
BannerCampaign (backward-compatible). The client resolves the cascade
(dark <- dark ?? all, light <- all) per rendered theme and derives the strip
border from the background in JS (no CSS color-mix, for the old Android
WebView floor); AdBanner applies them as inline vars scoped to the strip.
- Urgent is resolved entirely server-side: while any enabled, in-window urgent
campaign exists, computeActiveSet returns only the urgent campaigns and
bannerFor skips the eligibility gate — so a system notice reaches every viewer
(paid / hint-holding / no_banner included) and preempts the ordinary feed. No
wire field; it appears on each viewer's next profile.get.
- Admin console (/_gm/banners): native colour pickers + a live light/dark
preview of the strip, and an urgent toggle. The default campaign stays plain,
enforced by the service and a DB CHECK.
Migration 00009 is additive (nullable colour columns + a bool default +
all-or-nothing / hex / default-plain CHECKs) — expand-contract, rollback-safe.
Docs: ARCHITECTURE §10, UI_DESIGN, FUNCTIONAL (+ru). Tests: ads unit (urgent
preempt + colour validation), codec + resolver unit, gateway transcode, and
integration (colour round-trip + urgent bypass against real Postgres).
The info toast began drifting up and fading the instant it finished
appearing (the CSS keyframes went straight from the 12% appeared-stop to
the 100% risen-and-faded stop), so a glanced message was already leaving.
Insert a ~1s hold at full opacity/rest before the rise-and-fade: extend the
animation 2s → 3s with keyframe stops at 8% (appeared, ~240ms) and 41% (end
of the ~1s hold), keeping the original rise-and-fade pace for the tail. The
reduced-motion variant gets the same appear/hold/fade timing (fade only, no
travel). The showToast dismissal timer is bumped 2000 → 3000ms to stay in
lockstep with the animation (the error toast's 4s dwell is unchanged).
An email link/code can be confirmed out of band: the recipient taps the
one-tap link in the email, which confirms in another browser/session. The
backend already publishes a `notify` `profile` re-fetch signal for this
(handlers_auth.go handleEmailConfirmLink), and the client re-fetches on it.
But the live stream is single-shot with no replay: a Mini App backgrounded
while the user is in their mail app tapping the link drops the stream and
misses the event (the gateway hub has no subscriber to deliver to), and the
reconnect on foreground does not re-sync — so the open code form stayed
until a manual reload. On Telegram Desktop the app is never backgrounded,
so the push works and there was no bug.
Add a client-side fallback: while an add-email confirmation is pending
(a code was sent, no email yet), poll `profile.get` on a 4s interval and on
foreground regain until the address lands; the effect stops as soon as the
email appears. The live push still updates instantly when foregrounded —
this only covers the backgrounded-miss gap.
Tests: a mock e2e attaches the email WITHOUT emitting a live event (new
window.__mock.clearEmail / confirmEmailOutOfBand seams), so it exercises the
poll, not the push, and asserts the code form collapses into the email row.
Docs: ARCHITECTURE.md §10 notes the single-shot gap + the poll fallback.
Inside a Telegram/VK Mini App the host provider is auto-linked. Once the
player also linked an email, `canUnlink` turned true and the "Unlink"
control appeared on the host platform's own row — letting them unlink the
very platform they are signed in through, which is meaningless.
Gate the Telegram row on `!insideTelegram()` and the VK row on
`!insideVK()`, reusing the runtime host detectors that already gate the
"link" buttons. Symmetric: inside TG only the TG row is hidden (the VK row
still shows, since VK is not the current host), and vice versa. The web and
native builds are unchanged (both detectors are false there); the backend
is untouched — this is a UI display gate, and `linkUnlink` still refuses to
remove the last identity.
Docs: FUNCTIONAL.md (+_ru mirror).
The index.html boot guard now fires a fire-and-forget beacon (POST /telemetry/unsupported)
when it turns a client away on the unsupported-engine screen, so the owner can see — on the
Users dashboard beside "app opens" — how many real clients hit it and on which engines.
- Client: navigator.sendBeacon (fetch fallback) with a localStorage dedup keyed by app version
+ reason + Chromium, so a user reopening the app is one report, not ten.
- Gateway: a new unauthenticated POST /telemetry/unsupported handler (the client never booted,
so it carries no session), per-IP public-limited and body-capped, mirroring the export-download
route. It folds the beacon into the OTel counter unsupported_engine_total {reason =
no_bigint/no_proxy/boot_error/other, chromium}, with reason allow-listed and the Chromium major
reduced to a bounded range (normalizeUnsupported) so a spoofed beacon cannot inflate the metric
cardinality; the full user agent is logged, not labelled.
- Caddy: /telemetry/* added to the @gateway matcher (else it falls to the landing catch-all).
- Grafana: two panels on the Scrabble — Users dashboard (by reason, by Chromium major).
- Docs: ARCHITECTURE.md §11.
Tests: recordUnsupportedEngine (metric split), normalizeUnsupported (cardinality bounding), and
the handler route end to end (204 / 405 / counter). go build+vet+test and gofmt clean; ui
check/build/e2e green; the client beacon + dedup verified against a forced hard-gate (BigInt
removed) — one POST, deduped on reopen, correct reason/chromium/version labels.
Old Android System WebViews (the Telegram/VK in-app browser; a real device with Google
Play auto-updates the WebView, but emulators / no-Play / restricted devices stay frozen)
showed a white screen. Two causes, fixed in order:
- build.target es2022 shipped ?./?? verbatim, which the old engine cannot parse. Lowered
to es2019 so esbuild down-levels the syntax.
- The es2020+ runtime globals the bundle and its deps call (globalThis, structuredClone,
Array.at, ...) are missing on those engines. A conditional core-js loader (emitPolyfills
writes dist/polyfills.js, document.write'd by an index.html gate only when needed) covers
them; modern engines download nothing, so the bundle-size budget is untouched.
BigInt (the 64-bit FlatBuffers timestamp decode) and Proxy (Svelte 5 runes) cannot be
polyfilled, so the effective floor is Chrome 67. Below it, a permanent ES5 boot guard in
index.html shows a friendly "this device's OS or browser can't run the app" screen (with
the web-version link inside a Mini App) and a "Diagnostic information" view with a Copy
button, instead of a white screen. A reactive net raises the same screen on an uncaught
boot error that never signals window.__booted.
Board tile glyphs used container-query units (cqw, Chrome 105+) under .cell font-size:0,
so they collapsed to 0px on Chrome 74 (invisible letters); added vmin fallbacks.
The unsupported-engine telemetry beacon is a separate follow-up PR.
The first v1.8.0 prod-deploy build job failed: `docker compose build` interpolates the
WHOLE compose file, and the backend's :?-guarded EXPORT_SIGN_KEY — added with the
finished-game export after the last prod release (v1.7.0), so the prod build never
exercised it — was absent from the build job's env, tripping the guard before any image
built. Prod was untouched (build-only failure: no image pushed, no deploy, no migration).
Add EXPORT_SIGN_KEY (audited every :?-guarded compose var against the build job env — it
was the only genuinely-missing one; TELEGRAM_MINIAPP_URL is derived in the run step).
Verified by reproducing the build-job env + `docker compose config`.
The maintenance overlay never showed on the test contour: only prod-deploy.sh raised
the caddy maintenance flag, so a test redeploy was a bare gateway/backend recreate — the
SPA saw a transient 502 ("Reconnecting…"), never the 503 + X-Scrabble-Maintenance marker
the overlay keys on. So the feature (PR #171) was unverifiable off prod.
Raise the flag around the recreate in ci.yaml's deploy job too, mirroring prod. Ordering
matters because of the config reseed: ci does `rm -rf $conf` + recreate, so the running
caddy sits on the stale pre-reseed bind mount and cannot see a flag written to the new
dir until it is recreated. So: raise the flag, force-recreate caddy FIRST (onto the fresh
mount, where it carries the flag and 503s), then recreate gateway/backend (the window),
then the other config services, then lower it. A trap clears the flag if the step fails,
and the next deploy's reseed wipes a stale one — so the contour can't stick in maintenance.
The caddy-routed probes run in the next step, after the flag is lowered.
Prod was already correct (prod-deploy.sh); this only makes the test contour faithful so the
overlay + reload can be seen there. An open SPA must already be on the PR-#171 bundle (which
carries the overlay code) — reload once to bootstrap onto it.
The deploy that ends a maintenance window may ship a client-incompatible change
(wire/schema bump), and the in-session bundle is the old one. On recovery, reload to
pick up the fresh client instead of just hiding the overlay. Ordering is safe: the edge
maintenance flag (deploy/prod-deploy.sh) spans the WHOLE roll and clears only at script
exit — after the gateway (which serves the embedded SPA) has rolled — so the edge 503s
everything until the entire deploy is live; recovery therefore always serves the new SPA.
A window.__maint.recover() hook + e2e cover the reload.
The edge caddy 503 carries X-Scrabble-Maintenance during a deploy window, but a user
already in the running SPA only sees their calls start failing — the static caddy page
catches only a fresh load. Detect that marker (strictly — not any transient
'unavailable', which the Connecting indicator already covers) on the raw ConnectError at
the two transport catch sites (unary exec + the live subscribe stream), before
toGatewayError discards the response headers, and raise a non-dismissable dimmed overlay
that mirrors the static caddy page. It self-clears: a capped-backoff poll (a cheap read,
mirroring connection.svelte.ts) lifts it on the first success, and a manual "retry"
button forces an immediate re-check — so it can never get stuck. On detection the read
retry loop fails fast, so a window doesn't burn the retry budget on every call.
- pure detector maintenance.ts (maintenanceRetryMs / parseRetryAfterMs) + unit tests;
the store + self-clearing poll in maintenance.svelte.ts (mirrors connection.svelte.ts)
- MaintenanceOverlay.svelte (clones Splash's fixed/inset/dimmed shell, non-dismissable),
mounted app-global in App.svelte after Coachmark
- transport.ts detects + reports at both catch sites, clears on any successful read
- i18n RU "Технические работы" / EN "Under maintenance"; a window.__maint mock hook
(the mock can't emit a real 503) + a Playwright spec
Prod is same-origin (VITE_GATEWAY_URL empty) so the marker header is readable without a
CORS expose-header. Verified: pnpm check (0), unit (402), build, e2e (186, Chromium+WebKit).
Two prod-deploy hardening measures (owner-requested):
- Swap file (Ansible common role, swap_size=1G, vm.swappiness=10). The per-container
memory caps enforce that one service can't eat all RAM, but they overcommit the
1.9 GiB main host (~2.8 GiB of caps), so a simultaneous spike could hit the kernel
OOM-killer (and it might pick postgres). A small swap absorbs the overshoot.
Idempotent, builtin-only (no ansible.posix).
- Edge maintenance page. prod-deploy.sh raises a flag around the rolling swap /
migration window that the caddy edge serves a static 503 "технические работы" page
from (deploy/caddy/maintenance.html), for the user-facing routes only — /_gm
(Grafana) stays reachable. Cleared on any exit (success, health failure + rollback,
or error) by a shell trap so it can never stick on. The 503 carries Retry-After +
an X-Scrabble-Maintenance marker so a follow-up SPA overlay can tell a planned
window apart from a transient error (the static page only catches a fresh load; an
in-session user needs the app-side overlay). Not zero-downtime — the single
stateful backend still blips — but the window is graceful instead of raw 502s.
Verified: caddy validate; the gate 503s every non-/_gm path incl. the Connect/gRPC
edge and serves the page + markers; /_gm bypasses; toggling needs no reload
(per-request stat). Ansible --syntax-check + compose config (base+prod) pass.
The planted honeytoken bearer trap already existed in the gateway + compose, but
no workflow fed GATEWAY_HONEYTOKEN, so it was always empty (inert). Wire the
per-contour TEST_/PROD_GATEWAY_HONEYTOKEN secret into the ci deploy, prod-deploy
and prod-rollback env (the prod path via the shared deploy/write-prod-env.sh),
document it (deploy/README + .env.example), and fix the stale compose comment.
Empty secret = trap off (no ":?" guard), so a deploy is safe before the operator
sets the value + plants the bait. On prod (IP ban on) presenting it earns a 24h
ban + alarm; on test (ban off) it logs + a ban metric.
GF_SMTP_ENABLED is enabled separately via the TEST_/PROD_GF_SMTP_ENABLED Gitea
variables (=true) — no code change.
Collapse identical TEST_/PROD_ pairs to single unprefixed Gitea entries, derive
the public URLs from PUBLIC_BASE_URL at deploy time, and share the prod env.sh
renderer between deploy and rollback.
- Collapse to one unprefixed variable: DICT_VERSION, SMTP_RELAY_HOST/PORT/TLS,
GRAFANA_SMTP_PORT, VITE_VK_APP_LINK, VITE_VK_APP_ID (one Selectel relay + one
pair of VK apps serve every contour). Secrets collapsed by the owner:
SMTP_RELAY_USER/PASS, GATEWAY_VK_APP_SECRET, GATEWAY_VK_ID_CLIENT_SECRET.
- Derive at deploy from PUBLIC_BASE_URL (no longer stored): TELEGRAM_MINIAPP_URL,
GRAFANA_ROOT_URL, VITE_VK_ID_REDIRECT_URL. Removes the prod/test asymmetry and
fills the missing test VITE_VK_APP_ID (VK web login was half-configured on test).
- Extract deploy/write-prod-env.sh + write-prod-bot-env.sh, shared by prod-deploy
and prod-rollback so the two cannot drift: a rollback now re-renders the FULL
runtime env (email / VK login / Grafana alerts previously went dark after a
rollback) and passes TELEGRAM_SUPPORT_CHAT_ID.
- Single-source DICT_VERSION (CI env + both deploys), fix the v1.3.0/v1.3.1 drift in
.env.example/README, correct the misleading honeytoken/abuse-ban compose comment,
and rewrite the deploy/README variable list (+ the previously undocumented
GATEWAY_VK_APP_SECRET and TELEGRAM_SUPPORT_CHAT_ID).
The Gitea variables are reworked via the API; the stale TEST_/PROD_ entries are
deleted after the test contour goes green.
An account merge blanket-reassigned all of the secondary's identities to the primary,
so merging two accounts that each had a confirmed email (or telegram/vk) left the
survivor with two identities of one kind — which the profile and the retention dossier
both treat as singular (the profile showed an arbitrary one; a later change-email
journaled only one). The merge now keeps the primary's identity and journals the
secondary's colliding one to retained_identities (reason=merge) before dropping it, so
the survivor has one identity per kind and the absorbed credential still lands in the
legal dossier.
- migration 00008: widen retained_identities.reason CHECK to admit 'merge'
(expand-contract — Up only widens the set, so an image rollback stays DB-safe).
- accountmerge: dedupeIdentities + retainMergedIdentity before the identity reassign.
- inttest TestAccountMergeDedupesEmail; docs ARCHITECTURE §4 + retention.go reason note.
A browser has no signed VK Mini App launch params, so linking VK on the web uses
VK ID's raw OAuth 2.1 flow (PKCE, no @vkid/sdk): the SPA redirects to VK's hosted
login and returns with an authorization code, which the gateway exchanges
server-side (confidential, under the VK "Web" app's protected key) for the trusted
vk user id — then the existing link/merge machinery attaches or merges it.
- fbs LinkVKRequest{code, device_id, code_verifier}; codec + TS bindings.
- backend link.Service ConfirmVK/MergeVK/attachVK (KindVK, mirror Telegram),
handleLinkVK[Merge], routes /user/link/vk[/merge], backendclient LinkVK[Merge].
- gateway internal/vkid confidential code exchange (id.vk.com/oauth2/auth);
transcode link.vk.confirm/merge (registered only when configured) + config
GATEWAY_VK_ID_{APP_ID,CLIENT_SECRET,REDIRECT_URL} + main wiring.
- UI lib/vkid (PKCE authorize redirect + callback), Profile "Link VK" control,
boot callback handling; a merge re-authorizes for a fresh code (VK codes are
single-use). Web-only (a redirect strands a Mini App webview).
- Deploy: VITE_VK_APP_ID + VITE_VK_ID_REDIRECT_URL build args + gateway env,
ci.yaml/prod-deploy TEST_/PROD_ vars, compose/Dockerfile/.env.example/README.
- Tests: vkid exchange unit (string/number user_id, id_token fallback, errors),
transcode link.vk, backend ConfirmVK/MergeVK inttest, codec encodeLinkVK.
- Docs: ARCHITECTURE §4, FUNCTIONAL(+ru), gateway README.
Two contour-deploy failures from PR4: (1) the deploy did not stage deploy/blackbox/, so
blackbox_exporter crash-looped on a missing config mount — add blackbox to the ci.yaml cp
and the prod-deploy tar; (2) Grafana rejects the 'Name <addr>' From form the backend go-mail
accepts and validates it even when SMTP is disabled, crash-looping Grafana — the deploy now
splits SMTP_RELAY_SERVICE_FROM into a bare GF_SMTP_FROM_ADDRESS + GRAFANA_SMTP_FROM_NAME
(handles both display and bare forms). Verified the sed split + compose render.
Drop the separate GRAFANA_SMTP_HOST (it duplicated SMTP_RELAY_HOST): Grafana differs from
the backend only in needing the STARTTLS port, so GF_SMTP_HOST is composed from
SMTP_RELAY_HOST + GRAFANA_SMTP_PORT (an explicit per-contour var, no magic default), reusing
SMTP_RELAY_USER/PASS. Wired through ci/prod/.env.example/README.
§11 gains the alerting layer: Grafana infra rules (scrape-down, edge error-rate/p99, host
mem/disk/cpu, postgres connections, TLS cert < 20d via blackbox), noDataState=OK, and the
backend admin-alert worker (coalesced email on new feedback / complaints).
Grafana: GF_SMTP from the shared relay (STARTTLS host:port) + alerting provisioning
(contact point → SERVICE_EMAIL, route-all policy, and rules for scrape-target down,
gateway internal-error rate + p99 latency, host mem/disk/cpu, postgres connections, and
TLS cert < 20 days). All rules noDataState=OK so an absent metric never false-alerts.
blackbox_exporter probes the edge caddy's TLS (probe_ssl_earliest_cert_expiry) — effective
on prod (caddy terminates TLS; contour caddy is HTTP-only so the metric is absent).
Wires the new env through compose (backend admin From/To, Grafana SMTP), ci.yaml (TEST_),
prod-deploy (PROD_ + env.sh), .env.example and the README var table.
New adminalert worker polls for feedback + word complaints arriving since the last check
and coalesces a burst into one digest email per interval (5 min), inert unless a distinct
admin sender (BACKEND_SMTP_ADMIN_FROM) and recipient (BACKEND_ADMIN_EMAIL, comma-separated
allowed) are configured. The mailer gains a per-message From override and splits a
comma-separated To into separate recipients (go-mail needs them as a list). Feedback/game
stores gain CountSince/CountComplaintsSince. Unit tests cover the digest, the skip-when-
empty, and the recipient split.
The email/name/external-id search was scoped to one tab and only looked in the live
identities table, so a deleted account (whose credentials moved to retained_identities on
deletion) could not be found by the email/id it held. Now a people search spans live and
deleted accounts in one query (robots only on the Robots tab) and also matches the
retention journal and the retained real name; results carry a 'deleted' badge. Integration
test: a deleted account is found by its held email and external id.
- Admin /users gains a Deleted scope (between People and Robots); every other scope now
hides tombstoned accounts (deleted_at filter in UserFilter).
- Admin delete-user is offered for any non-deleted account (drop the not-guest gate, so a
stale is_guest account can still be tombstoned).
- Harden EmailService.ConfirmCode to ClearGuest — defence-in-depth so no confirmed-email
path leaves is_guest set (the currently-live paths already do).
- Space the delete/change dialog's action row from its input field.
Integration tests: the Deleted filter scoping + ConfirmCode guest promotion.
FUNCTIONAL (+ru): the deletion user story — anonymised live surfaces ([Deleted]),
freed sign-in methods, a two-year-retained dossier, the code/phrase step-up, game
forfeit + all-robot drop, fresh account on reopen. ARCHITECTURE: the retention model
(retained_identities journal on every detach, tombstone + [Deleted] sentinel, drop
all-robot games, purpose=delete step-up, cold-load last-login, two-year TTL reaper).
The user-detail console gains a Deletion & retention panel: last login (time + IP),
the tombstone (deleted-at + retained real name), and the retention journal (the legal
dossier of detached credentials). A Delete-user action runs the same deletion
orchestration as the in-app flow (mirrors the email-erase pattern). Store readers
RetainedIdentities + DeletionInfo back the view; integration test covers them.
Profile gains a Delete-account control (durable accounts) opening a step-up dialog: a
mailed code for an email account, or the typed DELETE phrase for a platform-only one.
On success the app swaps to a terminal AccountDeleted screen ('Учётная запись удалена')
with a Close that closes the host Mini App (telegramClose / vkClose; web = no close).
Wires deleteRequest/deleteConfirm through client/transport/mock/codec; ru/en i18n;
codec wire test + Chromium/WebKit e2e.
Step-up: email accounts confirm with a mailed code (purpose=delete, no deeplink —
ConfirmByToken refuses a delete token so a stray click can't delete); platform-only
accounts type a fixed phrase (anti-impulse). Endpoints /user/delete/{request,confirm};
the confirm orchestration resigns active games, drops all-robot games, tombstones +
anonymizes the account (freeing its creds), and revokes its sessions — the tombstone is
the point of no return, the rest best-effort. Gateway account.delete.{request,confirm}
ops + fbs AccountDeleteConfirm/AccountDeleteRequestResult + branded ru/en delete email.
Integration tests cover the step-up (code + no-email) and the orchestration pieces.
Q2=B: DropAllRobotGames deletes the deletee's games with no human opponent (vs-AI or
auto-match-robot; children cascade), keeping games with any human seat (anonymized
instead). Q1=A: the anon label is the sentinel [Deleted] — the editable-name rule forbids
brackets, so no live player can impersonate a deleted account. Integration test covers
drop-vs-keep.
Daily background reaper purges the deletion dossier past its two-year TTL: every
retained_identities row by detached_at (covering unlink/change on live accounts too),
and — for accounts tombstoned before the cutoff — the retained feedback thread plus the
dossier PII (deleted_display_name, last_login_ip). Chat is kept (a shared game artifact)
and the tombstone row stays. Started from main next to the guest reaper. Integration
test covers the cutoff boundary and the deleted-account feedback/PII purge.
New accountdelete package: AnonymizeAndTombstone journals every credential to the
retention log (reason=delete) then removes them (freeing email/vk/tg for reuse),
snapshots the real display name into deleted_display_name and scrubs the live one to
'Удалённый игрок', sets deleted_at, anonymizes the account's game-seat snapshots, and
drops its friendships/blocks/invitations/friend-codes/drafts/pending-codes — all in one
transaction. Chat, feedback and complaints are kept (the tombstone keeps their
no-cascade FKs valid). Session revocation + game forfeit are orchestrated a layer up.
Integration test covers journalling, tombstone/scrub and credential reuse.
The profile GET (fetched once per cold app-load by the SPA) stamps accounts
.last_login_at/.last_login_ip, throttled to at most once per hour per account
(best-effort, never blocks the read). IP from the gateway-forwarded X-Forwarded-For.
Feeds the account-deletion dossier. Integration test covers the throttle.
On unlink (RemoveIdentity, reason=unlink) and email change (replaceEmailIdentity,
reason=change) write the outgoing credential to retained_identities before removing
the live identities row — so the legal dossier survives while the (kind, external_id)
frees for reuse. Same transaction, so the dossier and live state cannot diverge.
Integration tests cover both reasons.
Additive/expand-contract: new append-only retained_identities table (the legal
dossier of every detached credential, keyed by account_id, TTL'd by detached_at)
plus nullable accounts columns last_login_at/last_login_ip (cold-load stamp) and
deleted_at/deleted_display_name (tombstone + retained real name). Regenerates the
go-jet models for accounts + retained_identities only.
Replace the stale skipped linking specs: change-email refuses a taken address with
the non-disclosing message (never revealing the other account) and replaces a free
one; the web Telegram link control links then unlinks through the confirm dialog.
Chromium + WebKit.
FUNCTIONAL (+ru): drop the stale 'linking UI hidden' note; document the profile
sign-in-methods matrix, the unlink last-identity guard, and the non-disclosing
atomic email change. ARCHITECTURE: unlink + change-email behaviour and the
purpose=change deeplink branch.
Integration: unlinking a provider keeps the other identities and refuses removing
the last one; change-email replaces the address (freeing the old), refuses a taken
address without merging, and works through the one-tap deeplink token. Unit: the
change-email template renders localised ru/en copy.
Profile shows the account's sign-in methods for guests and durable accounts alike:
add or change email, link Telegram on the web (login widget), and unlink a linked
provider. Email is never unlinked (it is changed); unlink is offered only when
another identity remains, and a change to an address owned by another account shows
the non-disclosing 'check the address or contact support'. Add-VK-on-web stays
deferred (no VK OAuth).
Wires linkUnlink / changeEmailRequest / changeEmailConfirm through the client,
transport, mock and codec (encodeLinkUnlink + LinkResult 'unlinked'/'changed'
statuses); codec wire tests; ru/en i18n.
Unlink: POST /user/link/unlink (telegram|vk) via account.RemoveIdentity, refusing
the last identity; email is never unlinked. New fbs LinkUnlinkRequest + gateway
link.unlink op, returning the refreshed profile.
Change-email: purposeChange confirm-codes (RequestChangeCode/ConfirmChange) that
atomically replace the account's confirmed email (account.replaceEmailIdentity);
a new address owned by another account is refused without disclosure, never merged.
The one-tap deeplink handles purposeChange too. Reuses the LinkEmail* fbs tables;
gateway link.email.change.{request,confirm} ops + backendclient methods; branded
ru/en change-email copy.
Generalize the email-erase store op to any identity kind (with the same
last-identity guard and, for email, the pending-confirmation cleanup) so the
profile Unlink control can reuse it for Telegram/VK. RemoveEmailIdentity stays as a
thin wrapper for the admin console.
Add email / telegram_linked / vk_linked to the Profile (fbs table + regenerated
Go/TS bindings, gateway ProfileResp + encodeProfile, backend DTO, UI model +
decode). They are filled outside the pure projection — Server.profileResponse now
reads the account's identities (like the banner seam) — and will drive the profile's
Add / Unlink / change-email controls.
The session-less /confirm page defaulted to English, so it showed the English
app title. Carry the recipient's language on the deeplink (?lang) and setLocale on
load so the page matches the email. Show a localised brand wordmark (Эрудит / Erudit,
matching the email) on the success state only; the invalid/expired state now shows
just the message, no header.
Add an exact (strict) email filter to the /users list (UserFilter.EmailExact →
a kind='email' identity match) with a search input, and an 'Erase email' action on
the user card that deletes the bound email identity and its pending confirmations,
freeing the address. It refuses to remove the account's only identity
(ErrLastIdentity), which would leave it unreachable. Integration tests for both.
Drop the confirm button: the /confirm screen confirms the token as soon as it
loads. The token rides the URL fragment (never sent to the server), so a plain link
prefetch cannot reach it, and the manual six-digit code is the fallback if an
aggressive scanner runs the page. Update the ARCHITECTURE/FUNCTIONAL wording
accordingly and swap the confirm.prompt/action strings for confirm.busy (en+ru).
ConfirmByToken attached the confirmed email to the account but, on the link path,
skipped ClearGuest — so a guest who bound an email via the one-tap deeplink stayed a
guest (the code-based flow clears it in the link service). Clear the flag on a free
link too, promoting the guest to a durable account; the profile live event then
refreshes the open session. Integration test added.
An email account was provisioned with no display name (unlike Telegram/VK, which
seed one), so an email login showed an empty name. Seed it from the email's local
part (before '@', trimmed and capped to the column width) on first contact; the
user can rename it later. Only new accounts are seeded — an existing account's name
is never overwritten.
Document the one-tap confirm deeplink in ARCHITECTURE (§4 the login magic-link /
link confirm+profile-refresh, prefetch-safe token) and the new notify 'profile'
sub-kind (§10), and add the one-tap link to the FUNCTIONAL email story (+ru). Add
codec round-trip assertions for the EmailRequest language field and
encodeEmailConfirmLink (the mock e2e bypasses the codec).
Add the /confirm/<token> SPA route and Confirm screen: a prefetch-safe button
POSTs the token via a new confirmEmailLink RPC (client/transport/mock/codec +
ConfirmLinkResult model). A login adopts the minted session and enters the app; a
link shows confirmed / merge-in-the-app; an invalid or expired token asks for a new
code. Exempt /confirm from the no-session /login redirect. Forward the client
locale on the email request (authEmailRequest gains language → app.locale) so a
fresh web login email is localised. Handle the new 'profile' live-event sub-kind by
re-fetching the profile, so a link confirmed in another browser reflects in-app at
once. i18n en+ru.
Add the confirm-link edge method (auth.email.confirm_link): a new
EmailConfirmLinkRequest/Result fbs table, the transcode const + handler + encoder,
and the backend-client call to the existing /sessions/email/confirm-link endpoint —
it rides Execute under the existing service prefix, so no proto/Caddy change. Add a
language field to EmailRequestRequest and forward it (the backend already seeds it).
Add the NotifyProfile sub-kind + notify.ProfileChanged, published by the confirm-link
handler on a successful link so an in-app session re-fetches its profile when the
email was confirmed in another browser. Regenerated fbs bindings (Go + TS).
Add POST /internal/sessions/email/confirm-link: it verifies a deeplink token via
ConfirmByToken and, for a login, mints a session (the deeplink page signs in with
it); for a link, attaches the confirmed email and reports "confirmed" or
"merge_required" (the app drives the interactive merge). The token, not a request
session, is the authorization. Add LinkConfirmation.IsLogin() and integration tests
for the login, link and merge branches (the token is read from the mailed link).
The gateway RPC, live event and SPA route follow.
Re-apply the deeplink backend deferred out of PR1a: migration 00006 adds
email_confirmations.purpose + link_token_hash (hand-edited jet), each issued code
now carries an opaque 256-bit token (only its SHA-256 stored), and ConfirmByToken
resolves a token to a login (confirm + clear guest) or a link (attach when free,
signal merge when owned elsewhere). issueCode now embeds the /app/#/confirm/<token>
link in the email. The confirm endpoint, gateway RPC and SPA route follow.
The 465-only implicit-TLS heuristic mis-classified Selectel's SSL port (1127),
which the mailer would have dialled with STARTTLS and failed. Add BACKEND_SMTP_TLS
(ssl|starttls) — empty still derives the mode from the port (implicit on 465, else
STARTTLS) — and dial implicit TLS with WithSSL()+WithPort so any port works, not
just 465. Wire SMTP_RELAY_TLS through compose/ci/prod/.env.example and document it
(Selectel: 1127 = SSL, 1126 = STARTTLS). Unit-tested.
Un-hide the Profile email box for guest accounts (hidden={!p.isGuest}): a guest
binds an email to register / sign in, and a returning address opens the existing
merge dialog. Provider linking stays hidden — the Telegram control keeps its
wiring behind a hidden attribute — until the non-guest linking matrix (PR2). The
two linking e2e specs remain skipped (they assume a non-guest login and the
visible Telegram control); update their stale comments.
Add an integration test asserting the guest-until-confirmed squat fix (an
email-login account is a reapable guest until the code is confirmed, then
durable). Document the branded relay pipeline in ARCHITECTURE (go-mail, TLS by
port, no client cert, PUBLIC_BASE_URL anti-injection, per-recipient send throttle,
guest-until-confirmed), FUNCTIONAL (+ru), TESTING and the backend README config
table (BACKEND_SMTP_* + BACKEND_PUBLIC_BASE_URL).
Add the backend confirm-code relay env to compose (BACKEND_SMTP_HOST/PORT/
USERNAME/PASSWORD/FROM + BACKEND_PUBLIC_BASE_URL), sourced from SMTP_RELAY_* /
SMTP_RELAY_FROM / PUBLIC_BASE_URL. An empty host keeps the backend on the log
mailer so a contour without relay credentials still boots. Port defaults to 465
(implicit TLS). Map the TEST_ set in ci.yaml and the PROD_ set in prod-deploy.yaml
(both the deploy-main env and the env.sh heredoc). Document the six variables in
.env.example and the deploy README (secrets: user/pass; variables: host/port/from
+ the per-contour PUBLIC_BASE_URL, required whenever the relay host is set).
Add an in-memory SendLimiter enforcing a one-per-minute cooldown and a
five-per-rolling-hour cap per recipient address, checked before provisioning or
sending in RequestCode, RequestLoginCode and RequestLinkCode. It guards against
email bombing and protects the relay quota. The limiter is injected in main
(nil in tests, so the domain suite is unaffected); ErrTooManyRequests maps to
HTTP 429.
Swap the net/smtp mailer for go-mail behind the existing Mailer seam: the
Message struct now carries a text + HTML body, TLS mode is chosen from the port
(implicit TLS on 465, else mandatory STARTTLS), a dial timeout bounds the
synchronous send, and no client certificate is needed. Add a branded, image-free,
mobile-friendly ru/en HTML template (with a plain-text alternative) rendering a
large readable code and an ignore-notice footer with a landing link.
Add BACKEND_PUBLIC_BASE_URL config (the canonical origin for the email footer
link, never the request Host — anti-injection), required when a relay is
configured.
Fix the email-login address squat: ProvisionEmail creates the account flagged
is_guest until the code is confirmed, so an abandoned login is reaped like any
guest and its address freed; confirming (login or link) clears the flag. Seed the
new account's language from the client, plumbed through the email-login request.
The confirm deeplink, its transport surface and the send rate-limit land in
follow-up work.
The finished-game export (GCG + a new PNG of the final position) is one
signed, short-lived relative URL (game.export_url; HMAC-SHA256, 10-min
TTL, BACKEND_EXPORT_SIGN_KEY) resolved against the client's own origin
and delivered by the best affordance each platform has (five on-device
review rounds):
- TG Android/desktop: native showPopup chooser -> native downloadFile
dialog (bridge-only chain, activation-safe).
- TG iOS: app-modal chooser -> OS share sheet with the fetched file
(a popup callback cannot supply the activation the sheet needs).
- VK iOS: VKWebAppDownloadFile for both formats.
- VK Android: the PNG opens in VK's native image viewer, the GCG copies
to the clipboard (the VK Android downloader hangs on any download,
Content-Length/Range notwithstanding).
- VK desktop iframe / desktop browsers: plain anchor downloads.
- Mobile browsers: the OS share sheet (fetch-then-share).
- Legacy TG (< Bot API 8.0): app modal + GCG clipboard, no image option.
The PNG is rasterized on demand by the new internal `renderer` sidecar
(node:22-slim + skia-canvas + baked Liberation/Noto Color Emoji fonts)
executing the SAME ui/src/lib/gameimage.ts the ui project unit-tests;
the backend rebuilds the render payload from the journal +
engine.AlphabetTable, and the device date locale, IANA time zone and
localized non-play labels ride the signed URL. Nothing is stored — the
artifact re-derives from the immutable journal on each GET. The gateway
forwards /dl/* (caddy @gateway matcher extended) behind the per-IP
public rate limiter and serves bytes via http.ServeContent.
Deploy: renderer service in compose + prod overlay + rolling order +
prod push list; TEST_/PROD_EXPORT_SIGN_KEY secrets; the sidecar smoke
runs in the ui CI job. Docs: ARCHITECTURE, FUNCTIONAL(+_ru), UI_DESIGN,
TESTING, deploy/README, renderer/README.
Telegram's native showPopup delivers its callback with no user
activation, so navigator.share (TG iOS) and clipboard writes (TG
Android GCG copy) silently fail from it — the chooser is now always the
app's own modal, keeping the button click's gesture alive for the
delivery APIs.
The data:URL preview modal is dropped: the Android TG/VK long-press
menu mangles data: URLs (dead download, black-screen open, base64
clipboard garbage), so a binary PNG has no working client-side route in
those webviews at all. The image option is withheld there until the
server-rendered signed-URL delivery (Telegram downloadFile /
VKWebAppDownloadFile) lands; the plain web and mobile browsers keep it.
On-device findings by the owner on the test contour (TG iOS, TG
Android, VK Android).
The history header's export button now opens a chooser — Telegram's
native popup inside Telegram, the app's own modal elsewhere — offering
the GCG file and a new client-rendered PNG of the final position
(lib/gameimage, Canvas 2D, lazy dynamic import, zero dependencies):
light theme, classic A..O/1..15 axes, label-free premium fills, and a
fixed-typography per-seat scoresheet with GCG-style move coordinates,
multi-word sub-lines, endgame rack-settlement row, winner trophy and a
hostname + device-locale finish date footer; a long game stretches the
board, never the typography.
Delivery mirrors the GCG rules (Web Share with no blob fallback, else
download) except on Android Telegram/VK WebViews and the desktop VK
iframe, where a binary PNG has no clipboard-text fallback: those get a
preview modal with a long-press/right-click save hint and a copy-image
button where ClipboardItem exists.
Landscape fits the whole board, so the coarse-pointer auto-zoom on tile
placement, drag hover-hold and hint only hid the rest of the position.
Gate all three on portrait; manual double-tap/pinch zoom is unchanged.
New e2e lock both sides: landscape placement stays unzoomed, portrait
placement still auto-zooms (touch-emulated, both engines).
The landing now always opens in Russian (saved 🌐 choice still wins) —
browser-language detection made the indexed content nondeterministic
(Googlebot renders with en-US). landing.html gains the static Russian
SEO head: title/description, canonical pinned to the production origin,
Open Graph card (Telegram/VK link previews), twitter:card, JSON-LD,
theme-color and the favicon set; the SPA shell turns noindex and its
tab title becomes «Эрудит (Скрэббл)». New assets/icons generator
(same tile design as the VK loader) produces favicon.svg/ico,
apple-touch-icon.png and og-image.png into ui/public/, plus robots.txt.
The small 1️⃣ in the status bar's score-preview slot read as noise; the
single-word rule keeps its spelled-out label in the history header and
the lobby invitation card.
Add the VK Mini App logo next to the Telegram one on the landing hero,
linked via the new VITE_VK_APP_LINK build-arg (full URL, wired through
compose, CI and prod-deploy from TEST_/PROD_VITE_VK_APP_LINK).
Also restore the landing's Telegram link itself: commit 57c778f
collapsed the per-language vars to VITE_TELEGRAM_GAME_CHANNEL_NAME in
compose/CI but left gateway/Dockerfile with the stale _EN/_RU ARGs and
without the plain one, so the built bundle saw the var as undefined and
dead-code-eliminated the whole channel-link branch — deployed landings
(prod included) have shown no Telegram logo since.
The Android VK client's WebView ignores target=_blank and navigates the
Mini App's own window to the target, stranding the player outside the
game with no way back (the dictionary lookup, About/Feedback links, the
ad banner and the bot-link modal fallbacks). vk-bridge 3.x has no method
to open an external URL, so external links are routed through VK's own
leave-VK redirect (vk.com/away.php), which the client intercepts
natively and hands to the system browser.
onExternalLinkClick moves from lib/telegram to a new lib/links that
composes the Telegram and VK routers; iOS and desktop VK open _blank
correctly and are left alone.
Measure uptake of the client-side local move-preview accelerator (§5) so
adoption can be watched before defaulting it on: app cold starts, dictionary
loads by result (fetched / cache_hit / miss) and move previews by path
(local / network — the backend load shed).
A small best-effort client beacon (POST /metrics/local-eval, session-gated)
batches counter deltas and posts them on a 60s timer and when the app is
backgrounded — never on the gameplay path: the in-app counters are plain
in-memory increments, only the periodic flush touches the network and it is
fire-and-forget. The gateway folds each batch into three OTel counters
(local_eval_cold_start_total, local_eval_dict_load_total,
local_eval_preview_total), clamped against a spoofed inflation.
- gateway: counters + recordLocalEval + session-gated /metrics/local-eval handler
- ui: localeval-metrics accumulator/beacon; hooks in the dict loader, in
Game.recompute and in bootstrap (skipped under the mock harness)
- caddy: route /metrics/* to the gateway
- docs: ARCHITECTURE §11; Grafana "Scrabble — Users" dashboard panels
Score and validate a tentative move on-device instead of a per-arrangement network
round trip. The dawg reader and the validate/score/direction slice of the
scrabble-solver engine are ported to TypeScript (ui/src/lib/dict), pinned
byte-for-byte to the Go engine by a `conformance` CI job (full-dictionary reader
parity plus a battery of plays across every variant and both cross-word rules,
including the inferred orientation). The server stays authoritative — submit_play
re-validates — so the local result is an advisory accelerator only.
- backend: Registry.DictBytes + an authed GET /api/v1/user/dict/{variant}/{version}
(immutable) streaming the pinned per-game dawg; caddy routes /dict to the gateway.
- gateway: a session-gated /dict edge route proxying it; fetchDict on the transport.
- client: the dictionary loads on game open (low priority so it never starves the
game on a slow link; aborted at a 5s cap or when leaving the game), is cached in
IndexedDB (best-effort, self-healing on a rejected blob) and reused across
sessions; a warm-up overlay covers a cold load, then the network preview is the
fallback; a bad-connection breaker stops warming after repeated misses; the move
preview cancels its in-flight request when the tiles change.
- parity generators backend/cmd/{dictgen,validategen} + gated Vitest suites, run in
CI against the release dictionaries. A hidden debug readout lists the cached
dictionaries + breaker state, and its reset clears the cache.
- docs: ARCHITECTURE §5, TESTING, UI_DESIGN, FUNCTIONAL (+ru).
The production UI build shipped `.map` files with full `sourcesContent`, and
the gateway/landing images serve `dist/` verbatim, so anyone could fetch
`/app/assets/main-*.js.map` (same assets under `/vk/`, `/telegram/`) and
reconstruct the entire TypeScript/Svelte source at the edge.
Gate `build.sourcemap` off for `mode === 'production'` (the Docker image build).
Dev and the `mock` e2e build (`vite build --mode mock`) keep maps for debugging.
Document the posture in ARCHITECTURE.md §12.
Parity with the Telegram chrome painting: on a VK Mini App launch and on
every theme change, set VK's status-bar appearance (and, on Android, the
action/navigation bar colours) from the app's live theme tokens, so the VK
chrome matches the UI instead of clashing.
syncVKChrome mirrors syncTelegramChrome; the status-bar appearance is
derived from the --bg token's luminance (appearanceForBg, unit-tested).
Wired into the VK onScheme handler (fires on launch + on theme change) and
setTheme. Docs: UI_DESIGN VK integration.
On-device diagnostics from Android Telegram and VK confirmed both expose
no navigator.share AND no navigator.canShare, so the export fell to a Blob
<a download> that those WebViews silently ignore — nothing happened.
pickGcgDelivery is now a 3-way decision: Web Share where available (iOS),
a clipboard copy in an Android in-app WebView (Telegram/VK: no share, dead
download), else a desktop Blob download. shareOrDownloadGcg reports the
outcome so the game shows a "GCG copied" toast; the copy is VKWebAppCopyText
inside VK (which also covers the desktop VK iframe, where navigator.clipboard
is blocked) and navigator.clipboard otherwise.
Unit tests cover the 3-way choice and the copy/failed outcomes; new i18n key
game.gcgCopied (en+ru); docs ARCHITECTURE/FUNCTIONAL(+ru)/UI_DESIGN/TESTING.
The global -webkit-tap-highlight-color on #app was not enough on Android
in-app WebViews (Telegram, VK): they only suppress the selection-like tap
flash when -webkit-user-select / -webkit-tap-highlight-color /
-webkit-touch-callout sit DIRECTLY on the tapped element, not inherited.
Set them on the two tappable header controls — the title (a 10-tap debug
target) and the back chevron.
- Tap-highlight: add -webkit-tap-highlight-color: transparent on #app.
Android in-app WebViews (Telegram, VK) flashed a momentary selection-like
box on tappable nodes on tap — seen on the header title and the back
chevron; user-select (already none) does not govern it. Inherited, so
this clears it app-wide.
- VK haptics: mirror the Telegram haptic set on VK via VK Bridge taptic
(impact / notification / selection), routed through a new shared
lib/haptics.ts dispatcher. VK users previously got no haptics; the game
and error call sites now fire haptic() instead of telegramHaptic().
- VK swipe-back: disable VK's horizontal swipe-back at launch
(VKWebAppSetSwipeSettings history:false) so it does not fight the app's
own edge-swipe-back and on-board tile drag — parity with Telegram's
disabled vertical swipes; the app owns navigation via its back chevron.
Docs: UI_DESIGN (no-select / tap-highlight, VK integration).
Nudge badges lingered in the lobby on games that ended by turn-timeout,
resignation or forfeit: those paths commit the finish directly, bypassing
the move path's per-mover NudgeClearer, so the awaited seat's nudge was
never marked read. A finished game's nudges are stale, so clear them all.
Add a wired NudgeExpirer (social.ExpireNudges) called from the shared
commit finish block — covering every completion path — and from the
voidGame recovery path. It clears every seat's nudge bits for the game
and leaves chat messages unread; unlike ClearNudges it records no
publish-to-read latency, since a completion is an expiry, not a read.
An integration test reproduces the timeout case (nudge cleared, chat
kept). Docs: ARCHITECTURE §9.1, FUNCTIONAL (+_ru), backend/README.
A one-time coachmark overlay walks a new player through the lobby and their
first game board: a light dimmed layer draws one tail-pointed hint bubble at a
time, advancing on a tap anywhere and removing itself for good after the last
hint. Two independent series (lobby: settings/stats/new game; game:
header/pass-exchange/hints/shuffle/rack), gated by a per-device persisted flag
and marked done only after the last hint, so an interrupted run replays from
the start. A deep-link into Settings -> Friends still triggers the lobby series
on the first trip back to the lobby.
Targets carry a data-coach attribute, so one positioning engine anchors the
bubble in both portrait and landscape, re-measuring each frame until the
geometry settles (route slide, hidden-banner reflow, fonts). The promo banner
hides while the overlay is up (app.coachActive); a hidden DebugPanel "Reset
visited" control replays the walk-through. Off by default in the mock build so
the Playwright smoke is unaffected; ?coach forces it on for the dedicated e2e.
Pure geometry (step lists, nextVisibleStep, placeBubble) in lib/coachmark.ts
(unit-tested); Coachmark.svelte renders. Docs: FUNCTIONAL(+ru) onboarding
story, UI_DESIGN coachmark section.
A 96x96 transparent Lottie for the VK app loading screen: the «Э» tile
(score 8) drops in under gravity, lands with a soft cushion squash
(left/right edges bulge convex, corners follow via a chordal spline),
springs back and loops (~1.1s). A warm glint is caught on the bounce.
Pure 2D shapes (ddd:0) for player compatibility; ~11KB (<24KB limit).
Glyphs are real LiberationSans outlines (Arial-metric, matching the
game's font stack). Includes a reproducible, dependency-light build
pipeline (build/generate.js + extract.js + glyphs.json) and a README.
The preview GIF's green-baize background is preview-only; the asset
itself is transparent.
The #142 polish shipped three VK behaviours the docs never picked up (they were
written for the #140 auth MVP):
- the "auto" theme follows the VK client light/dark (VKWebAppUpdateConfig), not
the VK webview's prefers-color-scheme;
- the layout clears the VK mobile home bar via CSS env() max'd with the VK bridge
insets (VKWebAppUpdateInsets) — the bridge value is needed on Android, where the
VK webview exposes no env() inset (.claude said env() handled it alone);
- share/copy route through the bridge (VKWebAppShare/VKWebAppCopyText).
FUNCTIONAL (+_ru) VK paragraph gains theme+home-bar parity with the Telegram one;
UI_DESIGN gets a VK-integration note beside the Telegram one.
Two doc edits that did not land alongside their code:
- FUNCTIONAL (+_ru) claimed a friend invitation is shareable as a Telegram
*or VK* deep link "that opens it directly". On VK that is false: vkShareLink
emits a plain vk.com/app<id> link (VK forwards no payload to the Mini App),
so the recipient enters the copied code by hand (#142, commit d76f1f4 pivoted
off the earlier #f<code> plan; the doc kept the old wording).
- UI_DESIGN omitted the desktop / landscape-iframe mouse drag-to-pan of the
zoomed board added in #141 (touch scrolls the viewport natively; a mouse
cannot, so an explicit drag-to-pan handler moves it).
The scrabble-dictionary release v1.3.1 drops the obscene lexicon (mat).
Bump the centralised CI seed so unit/integration jobs validate against the
same dictionary the prod deploy now pins (vars.PROD_DICT_VERSION=v1.3.1).
The contour diagnostic confirmed VK forwards only the signed vk_* params to the iframe — a
custom payload on the app link is dropped (the '#' eaten by the vk.com SPA, a '?' query
stripped), so the friend-code cannot ride the link. The VK share link is now just
vk.com/app<id>; the recipient enters the copied code by hand (VKWebAppCopyText works). The
vkStartParam reader + bootVK routing stay as a no-op, ready for a post-moderation channel.
Removes the temporary deep-link diagnostic.
Contour review of the VK Bridge group:
- #6 invite link: VK's documented '#' direct-link payload is eaten by the vk.com SPA before it
reaches the app, so the friend-code link now carries the payload as a query param
(vk.com/app<id>?hash=f<code>); the recipient already reads the `hash` query param (vkStartParam).
(Whether VK forwards the '?' through to the iframe is being confirmed on the contour.)
- #8 Android: the VK mobile webview does not surface the home-bar inset via CSS env() (config
insets are iOS-only), so subscribe to the bridge insets (VKWebAppUpdateConfig + VKWebAppUpdateInsets)
and set --tg-safe-* to max(env(), the VK value).
- #8 landscape colour: the home-indicator strip was the (grey) page background because the two-pane
landscape game has no bottom bar. The left-panel controls bar now paints its own chrome into the
inset (Screen gains a selfInset flag that drops the shell's detached padding strip), and the
game-land runs flush to the edge.
Verified: svelte-check, 347 unit, build, bundle-gate; the landscape safe-area painting reproduced in
the mock (controls bar + board reach the edge, strip takes the bar colour). The VK-Bridge / VK launch
behaviours (Android insets, the ?hash forward) need the live contour.
Group B of the VK integration — the contour-verified follow-up to the launch+auth MVP:
- Share/copy inside the VK iframe go through VK Bridge: the friend-code invite shares via
VKWebAppShare and copies via VKWebAppCopyText, since navigator.share is absent in the desktop
iframe and navigator.clipboard is blocked there.
- The invite link is a VK Mini App direct link (vk.com/app<id>#f<code>) on VK instead of the
Telegram link; the app id comes from vk_app_id in the launch params (no build arg needed). The
recipient's launch routes the deep link from VK's `hash` launch query parameter.
- The app's "auto" theme follows the VK client's light/dark appearance (VKWebAppUpdateConfig),
which the VK mobile webview's prefers-color-scheme does not track.
- The safe-area CSS vars default to env(safe-area-inset-*), so the VK mobile layout clears the
home bar (and Capacitor/PWA too); Telegram still overrides them from its SDK.
vk.ts adds vkAppId/vkStartParam/vkShare/vkCopyText/vkOnScheme. Verified: svelte-check, 347 unit
(+ vkAppId/vkStartParam/vkShareLink), build, bundle-gate. The VK-Bridge behaviours need the live
contour (not reproducible headless).
Follow-up to the contour review: with the rack now exactly seven fixed-size slots in the
narrow landscape panel, the 56px confirm button (sized for the roomy portrait rack) was
wider than the single slot a staged tile frees, so it overlapped the now-rightmost tile.
Match the button width to one landscape tile slot, 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.
Follow-up to the contour review of the landscape fixes:
- Zoom still positioned "in two steps": a wide viewport overflows vertically as soon as
the square board grows past its height, but horizontally only once it grows past the
(much wider) width — so the browser pins scrollLeft to 0 while the vertical axis
already pans (no time/ease tween fixes it; the horizontal scroll range physically is
not there yet). Found by instrumenting the scroll trajectory. Now drive both axes by
one progress = how far the board has grown past the viewport width (when a horizontal
pan first becomes possible): until then the board just zooms centred, past it both
axes pan together in one diagonal motion. Also disable scroll-anchoring so the browser
stops fighting the programmatic scroll mid-transition. Re-verified: both axes now
start and move together.
- Rack tiles resized when a tile was placed: landscape used flex-grow, so removing a
tile regrew the rest. Give them a fixed size (1/7 of the fixed-width rack), like the
portrait rack, so placing a tile leaves the rest put.
Bugs surfaced while testing in VK but present on every platform (verified across
browsers, not VK-specific):
- Rack tiles: the letter used a fixed rem size, so in landscape — where tiles shrink
below 46px in the narrow left panel — it overflowed and dropped into the bottom-left
corner. Size it relative to the rack (cqw, like the board's labels; the tile's own
container-query size resolves unreliably under flex + aspect-ratio).
- Landscape board zoom positioned "in two steps": the per-frame clamp-to-max reached
the wide axis before the tall one. Interpolate both scroll axes together by time over
the grow/shrink transition instead (settles on zoom-out too).
- The zoomed board could not be panned with a mouse (touch scrolls the overflow:auto
viewport natively; a mouse cannot drag-scroll a div). Add a drag-to-pan handler, active
only while zoomed, off pending tiles, past a small movement threshold, swallowing the
trailing click so it does not also act on a cell.
- Shorten the in-game block-confirm label ru "Блокируем?" -> "В бан?" (the long form
overflowed the seat score chip on mobile).
Mirror the Telegram Mini App wrapper for VK: the SPA loads at a new /vk/
entry, authenticates from VK's signed launch parameters, and provisions a
'vk' platform identity — the minimum to run the game in VK test mode.
- Gateway verifies the launch signature in-process (internal/vkauth:
HMAC-SHA256 over the sorted vk_* params under GATEWAY_VK_APP_SECRET,
base64url) — a pure offline check, no side-service. New auth.vk op
(gated on the secret), backendclient.VKAuth, /vk/ SPA mount.
- Backend: KindVK + ProvisionVK/vkSeed, /sessions/vk handler, identity
kind widened to include 'vk' (migration 00005, expand-contract).
- UI: src/lib/vk.ts (VK Bridge, lazy-imported), bootVK + the /vk/ boot
dispatch, encodeVKLogin + authVK across transport/client/mock. VK omits
the name from the signed params, so the client reads it via
VKWebAppGetUserInfo as an unsigned display seed.
- Deploy: /vk in the edge Caddyfile, GATEWAY_VK_APP_SECRET wired through
compose + .env.example + CI (TEST_) + prod-deploy (PROD_).
- Admin console: surface the VK user id (link to the VK profile) next to
the Telegram id on the user card.
- Docs: ARCHITECTURE §12/§13, FUNCTIONAL (+ _ru), gateway README; VK
integration reference under .claude/.
Signature algorithm verified against dev.vk.com plus independent Node/Python
references and a %2C edge-case vector.
The deploy-check skill is repo-specific: it encodes this project's hard-won
pre-deploy runtime constraints (distroless nonroot, edge Alt-Svc/HTTP3, caddy
recreate, DICT_VERSION boot, expand-contract migrations, the Telegram permission
model) and points at deploy/README.md, docs/ARCHITECTURE.md, docs/EDGE_HTTP3.md and
the agent memory files. It belongs with the deploy logic it guards, not in the global
config, so it travels with the repo and stays versioned alongside it.
The stale-invite / welcome-on-redeem notices are raised during boot, so the native
popup fired over the loading splash. Gate both the native popup and the in-app Modal
on the current route's loading cover being gone — the tile splash on the lobby
(splashDone), the plain loading screen elsewhere (app.ready) — so the notice appears
with the settled screen on every build (Telegram and native/web alike).
The deep-link info modals (stale invite, welcome-on-redeem) captured
insideTelegram() && telegramDialogsAvailable() in a const at component init, but they
mount in App before bootstrap loads the SDK, so the value was always false and they
fell back to the in-app Modal even inside Telegram. Evaluate it at fire time (in the
effect and the {#if} guard), as the destructive confirms already do at click time.
Inside the Mini App, route the destructive confirmations (resign, block, unfriend)
through Telegram's native showConfirm, and present the deep-link info modals (stale
invite, welcome-on-redeem) as a native showPopup whose button opens the bot chat.
Outside Telegram, or on a client predating the dialogs, the existing in-app Modal is
used unchanged; offline also keeps the modal so the action retains its disabled state.
Adds showConfirm/showPopup wrappers to telegram.ts and a pure popup-params builder
(nativedialogs.ts) with unit tests; the deep-link modal components choose native vs
in-app via an effect gated on insideTelegram + dialog availability.
Record the current state in ARCHITECTURE and FUNCTIONAL (+ _ru mirror): inside the
Mini App the client tracks Telegram's live theme switch, fits the full device
safe-area, exposes a native Settings button into the in-app settings, and syncs the
device-independent display prefs (theme, reduce-motion, board labels — not the
interface language) across the user's Telegram devices via CloudStorage; the
validator denies a bot user (is_bot) before provisioning an account.
The validator parsed only id/username/first_name/language_code from the signed
Telegram user, so a WebAppUser flagged is_bot would have been provisioned a normal
account. The HMAC already proves Telegram signed the payload, so is_bot==true is
Telegram itself attesting the launching principal is a bot.
Parse is_bot and reject it (ErrInvalidInitData -> gateway 4xx -> launch error). A
real user opening the Mini App never carries it, so this is a defensive deny. Tests
cover both the denied (is_bot true) and allowed (is_bot false) paths.
Theme, reduce-motion and board labels lived only in local IndexedDB/localStorage,
so they did not follow the user across devices and could be lost when the Telegram
WebView cleared storage.
Mirror these three device-independent prefs to Telegram CloudStorage (Bot API 6.9)
from the single local-persist point (persistPrefs), and reconcile them from
CloudStorage in the background on launch (reconcileCloudPrefs) so a change made on
another device follows the user here. The local store stays the instant-render
cache; the interface language is intentionally excluded (it syncs via the durable
account). Pure encode/decode extracted to cloudprefs.ts with unit tests; the
CloudStorage transport wrappers are added to telegram.ts. No-op outside Telegram or
on a client predating CloudStorage.
Inside the Mini App, reveal Telegram's native Settings button (Bot API 7.0)
and route its taps to the Settings screen — the standard Mini App affordance.
The in-app gear entry stays the primary path (two entry points by design).
No-op outside Telegram or on a client predating the button.
The safe-area bottom inset was reserved on the Screen wrapper, so the strip
that holds space for the home indicator showed the content background and read
as detached from the coloured bottom bar / header above it.
Move the bottom inset onto the bottom bar: the Screen .tabbar wrapper now paints
--bg-elev and pads itself by --tg-safe-bottom, so the strip continues the
TabBar's chrome; a screen with no tab bar pads its bottom-most content
(.content:last-child) instead, so the strip takes that content's own colour.
Only the device safe-area TOP inset was mirrored, so on phones with a home
indicator the rack / bottom bar sat under it, and in landscape the notch
clipped the screen edges.
Mirror the full device safe-area inset (bottom / left / right) into new
--tg-safe-bottom / --tg-safe-left / --tg-safe-right CSS vars (0 outside
Telegram) and pad the shared Screen wrapper by them, so every screen clears the
home indicator and the landscape notch; the top inset stays owned by the header.
Replace telegramSafeAreaTop with telegramSafeAreaInset (the full inset object),
with a unit test.
The Mini App read Telegram's themeParams/colorScheme only once at launch, so
switching Telegram's light/dark theme (or its auto day/night) while the app was
open left the SPA on stale colours until a relaunch.
Subscribe to the themeChanged WebApp event and re-apply the theme live. Extract
the launch-time token + colour-scheme + chrome application into syncTelegramTheme
(reading live themeParams when no launch snapshot is passed) and call it from both
applyTelegramChrome (launch) and the new event handler. Add a telegramThemeParams
live getter (+ unit test). Drop the stale 'immersive fullscreen' note from
applyTelegramChrome — the app deliberately does not request fullscreen.
The promo message body now renders "@<bot>" as an HTML text_link to the same ?startapp deep link the button uses (ParseMode HTML), so tapping the mention opens the seeded Mini App instead of the bot profile. Same payload (campaign start-param, else the forwarded /start payload) backs both the button and the mention.
The promo bot button carries a configurable variant-seed start-param (default verudit_ru-scrabble_en). The gateway parses start_param from the validated initData and forwards it; the backend, on first contact only, seeds the new account variant_preferences from it (English Scrabble alongside the default Erudit).
No schema change (the scrabble_en CHECK is already in the baseline) and the gateway<->backend REST field is additive, so the rolling deploy is safe in either order. TELEGRAM_PROMO_START_PARAM configures the payload (empty forwards the user own /start payload). Covered by account unit tests, a gateway transcode test, and an integration test asserting new-only seeding.
The custom title bar was too tall. Halve the standard bar padding (10->5px) and, in the Telegram path, the notch gap (16->8px) and bottom (6->3px); the notch safe-area inset is unchanged. Title and back chevron stay vertically centred.
The share button uses the OS Web Share sheet outside Telegram (the TG share picker only inside it), so "via Telegram" was misleading. Rename to a neutral "Share"/"Поделиться" and drop the now-unused tgshare class.
Telegram silently routes a copyMessage aimed at a deleted forum topic
into the chat's General topic with NO error, so the bot's error-based
recreate never fired — the user's next message landed in General with no
card. Confirmed against the prod bot logs: a relay after a topic deletion
logged neither "relay to topic failed" nor "topic gone, reopening".
Probe topic liveness before reusing it: re-applying the info card's reply
markup is a no-op that errors only when the card (hence the topic) is
gone, so the bot detects the deletion and reopens the topic + card rather
than relying on the (absent) copy error. The post-copy recreate stays as
a race backstop.
The topic info card built the profile link as `tg://user?id=`, which
clients render as dead text for a user they don't already know (the
test-vs-prod difference an operator saw), and it put the raw display
name through HTML — so a name starting with "/" was auto-detected as a
tappable bot command that fired when tapped.
Render the card with message entities instead: the display name is
covered by a `text_mention` entity (the reliable way to mention a
username-less user the bot has already seen — it messaged the bot),
which links the profile AND, because the name sits inside an entity,
suppresses the "/command" and "@mention" auto-detection on it. Drop the
HTML parse mode and the tg:// link. Entity offsets are UTF-16.
Users who DM the bot anything but /start are relayed into a private
forum supergroup, one topic per user. Operators (the chat's admins)
reply in the topic and the bot copies it back to the user; an info card
opening each topic carries a Block/Unblock toggle and a Clear button.
State is a small JSON file on a new /data volume — the bot host has no
database. Off by default (TELEGRAM_SUPPORT_CHAT_ID=0): the prod bot is
unchanged until the operator sets the chat id and adds the bot as a
forum admin.
- internal/support: concurrency-safe JSON store (topic map, block list,
relayed message ids) with field-targeted mutators and atomic save
- bot/support.go: relay both ways via copyMessage, short-TTL admin
cache, callback buttons, per-user topic-create lock, loop guard
(skip the bot's own posts), reopen a deleted topic on the next message
- config + compose + CI/prod-deploy: TELEGRAM_SUPPORT_CHAT_ID per
contour + TELEGRAM_SUPPORT_STATE_DIR; bot-state named volume; /data
pre-owned by UID 65532 so a fresh volume is writable under distroless
- docs: ARCHITECTURE §15 + decision record, FUNCTIONAL (+ru), README
Finalises the Telegram Mini App navigation work after on-device testing (Pixel
10 / Android 17 + iOS, fresh beta clients):
- Remove requestFullscreen entirely. Immersive fullscreen hid Telegram's native
header (and its BackButton) and the Android system swipe-back minimised the
app; the owner prefers the windowed full-size (expand) presentation, so the
app never requests fullscreen on any platform now.
- The app's own back chevron (Header, showBack = !!back) drives back-navigation
on every platform; the native Telegram BackButton is dropped — it does not
render in the windowed Mini App (backVisible=false on iOS and Android), so
relying on it lost back navigation (notably none on iOS).
- Replace the temporary always-on diagnostic overlay with a hidden debug panel
(components/DebugPanel): ten quick taps on the header title open it; it shows a
privacy-safe client diagnostic snapshot (app version, locale, online, userId,
Telegram chrome / viewport / SDK state — no secrets, no IP) and shares it via
the OS share sheet / clipboard; a tap anywhere except Share dismisses it.
- Drop the now-dead telegramRequestFullscreen / telegramBackButton /
isTelegramAndroid helpers and the iOS-fullscreen unit test.
Telegram has no native non-modal notification API (only modal showPopup /
showAlert), so in-app toasts stay ours. Docs: UI_DESIGN.md.
The Telegram native BackButton does not render in the windowed Mini App (the
owner's emulator + a fresh beta TG report backVisible=false on both iOS and
Android), so relying on it lost back navigation — iOS had no back affordance at
all. Show the app's own back chevron whenever there is a back target, on every
platform (Header showBack = !!back), and drop the now-dead native BackButton
effect (App.svelte). The native close control stays — a windowed Mini App
cannot hide it (no Telegram API).
WIP: the temp lobby diagnostic overlay and the requestFullscreen no-op remain
for the owner's emulator test; finalize after confirmation.
WIP for the Android nav investigation (TEMP bits reverted before merge):
- telegramRequestFullscreen: temporarily a no-op (incl. iOS) so the owner can
confirm the Android "fullscreen look" is Telegram's own Mini App presentation,
not our requestFullscreen (isFullscreen is already false on Android).
- Header: show the app's own back chevron in Telegram on Android, where the
native BackButton does not render — a reliable tap-back. [keep]
- Diagnostic overlay moved app-wide (pointer-events:none) and now reports
BackButton state (req/present/visible) + viewport geometry, to see whether the
native BackButton can capture the Android system swipe-back.
Renders Telegram viewport/fullscreen state (isFullscreen, isExpanded, viewport
heights, innerH vs screenH, safe-area insets) in the lobby, inside Telegram
only, to diagnose why the app still opens fullscreen on Android with
requestFullscreen now iOS-only and no persisted state (fresh TG + test account).
REVERT before merge.
Three Android Mini App issues, all in the Telegram chrome:
- Entering a game showed no native back button, and the Android system
swipe-back minimised the app instead of navigating. Root cause: immersive
fullscreen (requestFullscreen). On Android, fullscreen replaces the native
header — and its BackButton, which also captures the system back — with a bare
close/menu pill, so back navigation has no control to land on. Request
fullscreen on iOS only; Android stays windowed, keeping the native header +
BackButton (and the system swipe-back that routes to it). iOS is unchanged.
- Closing the game board always prompted "changes that you made may not be
saved", even on a board just opened and untouched. The close-confirmation was
armed unconditionally on game mount. Remove it entirely: move drafts auto-save
(debounced during play + flushed on destroy), so nothing is lost on close.
Drops the now-unused telegramClosingConfirmation + isMobilePlatform helpers and
their SDK interface fields. Docs: UI_DESIGN.md.
The diagnostic showed only sdk: yes/no (window.Telegram presence), not why the
SDK was absent. Capture how the dynamic telegram-web-app.js load resolved —
present / loaded / no-webapp / error / timeout — and surface it as
"sdk-load: <outcome>". error/timeout pinpoint a blocked or hanging telegram.org
(the prime suspect for an empty launch); no-webapp a loaded-but-broken script.
loadTelegramSDK records the outcome (telegramSdkOutcome); collectTelegramDiag
carries it into the screen. Unit tests cover each outcome; the blocked-script
e2e now asserts sdk-load: error.
The Telegram SDK was a render-blocking <script src="telegram.org/..."> in the
shared index.html shell, so it ran on every entry (/telegram/, /app/, native).
On a network that blocks telegram.org — common where Telegram itself reaches
users only over a proxy — the script hangs forever, stranding the whole page,
including the launch-diagnostic screen meant to surface exactly this failure.
This is the likely root cause of the Android "won't open" reports (all launch
methods fail identically; iOS on a different network works).
Remove the head <script> and load the SDK dynamically (lib/telegram.ts
loadTelegramSDK) with a 10s timeout, only on a Telegram entry (the /telegram/
path or a tgWebApp launch fragment). The SPA — served from our own reachable
origin — boots first and controls the load: on a block/error it falls through
to the diagnostic screen (reporting sdk: no) instead of hanging, and Retry
re-attempts. /app/ and the native build no longer touch telegram.org.
Pin the SDK to the version the official page recommends (?62) for the newer
client features the app already uses (fullscreen, safe areas, swipe guard).
Tests: loadTelegramSDK unit tests (present / error / timeout); an e2e that
aborts the script fetch and asserts the diagnostic still renders.
A Mini App launch on /telegram/ without sign-in data (empty initData) used to
location.replace('/') — bouncing the visitor to the marketing landing. That
destroyed all diagnosability and, on some Android clients that reach the entry
with no initData, simply looked like the app refusing to open.
Replace the bounce with a compact, privacy-safe launch-error screen
(screens/TelegramLaunchError.svelte) that renders a one-screenshot diagnostic
snapshot captured at the moment of failure: SDK/WebApp presence, Telegram
platform/version, whether initData is empty, whether the URL fragment carried
tgWebAppData, the initData field NAMES present/missing (never the signed
values, never an IP), and OS/mobile/browser via User-Agent Client Hints plus
the full User-Agent. A Share button delivers it through the OS share sheet
(clipboard copy on desktop, reusing the GCG no-webview-strand guard); Retry
re-checks in place to recover a late initData without a reload (which would
discard the launch fragment).
This is the instrument to root-cause the Android empty-initData failure, which
is not reproducible in Playwright.
Tests: collectTelegramDiag + shareText/pickTextShare unit tests; the /telegram/
e2e now asserts the diagnostic screen, not a redirect. Docs: ARCHITECTURE.md +
UI_DESIGN.md updated.
Cover the reworked Settings -> Friends interactions in the mock e2e
(Chromium + WebKit): the row kebab slides open the block/remove icons and an
outside tap collapses it; blocking confirms (naming the friend) and moves them
to Blocked; removing confirms and drops the friendship.
A slid-open friend row now collapses when the user taps anywhere outside its
action buttons (taps on a kebab are skipped so its own toggle still drives the
open/close). Uses the same capture-phase window pointerdown idiom as Screen,
active only while a row is revealed.
Settings -> Friends previously rendered each friend as a bordered card with
two always-visible text buttons (Remove / Block) that fired immediately. Rework
the whole screen to the lobby's visual language: one-line rows split by
hairline separators across all three sections (friends, incoming requests,
blocked).
Each friend row gains a right-hand kebab that slides the row open to reveal two
icon actions split by a vertical divider -- block (no-entry) and remove (cross)
-- mirroring the lobby's slide-to-reveal. Both actions now require a
confirmation modal; since the slide moves a short name off-screen, the modal
keeps a generic title and shows the friend's name in the body, above the
buttons, so a long name cannot stretch the sheet. Incoming keeps its
accept/decline buttons and blocked keeps unblock, inline on their rows.
Add the friends.actions / friends.blockConfirm / friends.unfriendConfirm keys
to both i18n catalogs and document the flow in FUNCTIONAL (+_ru).
The prod rolling deploy rolls each service with `compose up -d --no-deps <svc>`.
For caddy that is a no-op on a config-only release: its image is pinned
(caddy:2-alpine, no $TAG), so the compose definition is unchanged between
releases, compose treats the container as current and does not recreate it, and
admin is off so there is no hot reload. The new bind-mounted Caddyfile is seeded
to the host but never loaded -- the v1.2.2 `Alt-Svc: clear` edge fix deployed
green yet did not take effect until caddy was restarted by hand.
Force a recreate for caddy on its roll (every other service already recreates on
its new $TAG image), so a bind-mounted Caddyfile change always applies. Costs a
~1-2s caddy blip per deploy, acceptable for the infrequent manual prod rollout.
The "Database size" stat had no thresholds, so Grafana applied its stat
default (green base, red at >=80). The query is pg_database_size_bytes, so a
healthy ~9 MiB database (9.4M >> 80) rendered permanently RED on the
Scrabble - Resources dashboard (test + prod), reading as a false alert; the
neighbouring percentunit cache-hit stat stayed green only because its 0..1
values fall under 80.
Add absolute byte thresholds sized to the 40 GiB prod disk (4.6 GiB used,
observability bounded -- Tempo <=1 GiB, Prometheus 7d -- so the DB is the
only unbounded grower): green up to 8 GiB, yellow at 8 GiB (~20% of disk),
red at 16 GiB (~40%), an early warning with ample runway before the disk
tightens, not a panic line. Cosmetic panel coloring only; there are no
Grafana alert rules provisioned.
Caddy enables HTTP/3 by default on any TLS listener and emits
Alt-Svc: h3=":443"; ma=2592000, but UDP/443 is never reachable: the prod
compose maps only "443:443" (TCP) and ufw opens 443/tcp (test contour: the
host caddy publishes only :443/tcp). A client that cached the 30-day advert
tries QUIC first on later opens, gets no response, and waits for the QUIC
attempt to time out before falling back to h2 -- which surfaced as the
Telegram Mini App intermittently hanging on load (a barely-noticeable pause
up to a blank window). The h2/TCP serving path itself is healthy (~10ms TTFB).
Emit Alt-Svc: clear site-wide at the contour caddy so clients actively drop
any cached alternative and stay on h2/h1. This caddy terminates TLS in prod
(the fix target); in the test contour it serves plain :80 and the host caddy
re-stamps its own Alt-Svc, so the live test fix lives in the host caddy. Add
docs/EDGE_HTTP3.md (symptom, diagnosis method, verify, and option B -- serving
h3 for real -- if it recurs) and link it from ARCHITECTURE.md.
A user who never changed the language in Settings kept their account at the
creation-time preferred_language seed (e.g. en from the Telegram launch language_code)
even after switching the device to another language: the UI followed the device (ru) but
the ad banner and out-of-app push — both resolved server-side from preferred_language —
stayed en. The on-adopt reconcile was gated on an explicit local choice (localeLocked),
so a system-guess locale was never pushed through.
Reconcile preferred_language to the active interface locale (app.locale) on every session
adopt and link, regardless of how the locale was chosen; persistLanguageToServer already
self-gates (a no-op for guests and when already equal), so there is no steady-state write.
The banner and push are the only server-rendered language surfaces and both read
preferred_language, so this keeps the whole interface consistent — not just the banner.
Drop the now-dead localeLocked flag (the reconcile guards were its only readers; the saved
prefs.locale still restores the UI choice per device).
Trade-off: preferred_language now follows the most-recently-opened device, so an explicit
choice on one device can be overwritten by a system guess on another (the "explicit" mark
is local, per-device); making it globally sticky would need a DB flag.
Docs: ARCHITECTURE §4 + the profile field.
The main bot answered /start with a single English line ("Tap to open Scrabble.").
Localize it: Russian or English by the sender's reported Telegram language
(Message.from.language_code, which the Bot API carries on the message itself — there is
no separate user-update event — English fallback), with the longer welcome copy and a
localized launch button ("Открыть «Эрудит»" / "Open “Erudite”").
The welcome links the game channel and the discussion chat by their public @username,
resolved once at startup from the configured TELEGRAM_GAME_CHANNEL_ID / TELEGRAM_CHAT_ID
via getChat and cached. A handle that is unset, private, or unreadable degrades to a
generic noun ("the channel" / "our chat") rather than a dangling "@", so the paragraph
always reads cleanly (the bot's info screen still lists the real links). Adds
GameChannelID to bot.Config (wired from the existing config) for the channel handle.
Tests: startText localization + handle embedding + per-slot generic fallback; handleStart
language selection; resolveWelcomeHandles. README updated.
A new account's time_zone defaulted to 'UTC' until the player saved a profile, so the
robot's sleep window and the turn-timeout away-window sweeper — both anchored to the
account zone via account.ResolveZone — ran on UTC for every fresh player, skewing
robot-game timing until a manual Settings save. Seed the zone at creation instead, from
the client's detected "±HH:MM" offset.
- Carry browser_tz on the three account-creating auth requests (TelegramLoginRequest,
GuestLoginRequest, EmailRequestRequest — the email account is provisioned at the
code-request step, not at login) through the fbs envelope (+ Go/TS codegen), the
gateway transcode + backend client, and the backend auth handlers into
ProvisionTelegram / ProvisionGuest / ProvisionEmail.
- create() now writes time_zone explicitly: the validated detected offset, or 'UTC'
(equal to the column default) when absent or malformed — deterministic, never guessed.
The column is already NOT NULL DEFAULT 'UTC', so no migration is needed and existing
accounts keep 'UTC'. An existing account is never overwritten on re-login.
- A detected zero offset is stored as "+00:00" (the zone is known and equals UTC),
distinct from the "UTC" default that means "unknown" — which the feedback console's
three-zone Filed display already reflects.
- Guard the guest handler against an empty payload (the bootstrap historically carried
none) so it degrades to no-seed rather than panicking in GetRootAs*.
- Tests: zone seeding across Telegram/guest/email plus the "+00:00"/malformed/empty
cases and the not-overwrite rule; codec round-trip for the three auth encoders.
ARCHITECTURE + FUNCTIONAL(+ru) updated.
The account time zone defaults to UTC until a player saves a profile, so a
report's Filed time could only render in UTC even for a player clearly in
another zone. Capture the client's detected "±HH:MM" offset (browser_tz) with
each submission and show the Filed time in three zones in the operator console
— UTC, the browser offset detected at submit, and the sender's saved profile
zone — each shown "N/A" when not known, so the operator can tell what is
certainly known from what is merely defaulted.
- Thread browser_tz through the fbs envelope (+ Go/TS codegen), the gateway
transcode + backend client, and the backend feedback service/store; add the
column via migration 00004 (additive, image-rollback-safe).
- Fix fmtTimeIn to resolve "±HH:MM" offsets via account.ResolveZone;
time.LoadLocation alone silently fell back to UTC for offset zones, which is
the second reason a "+02:00" sender showed only UTC.
- Update ARCHITECTURE/FUNCTIONAL(+ru) docs and the feedback integration test.
Each feedback submission now carries the client app version (__APP_VERSION__),
snapshotted like the interface language: FlatBuffers FeedbackSubmitRequest gains
a version field → gateway transcode → backend, persisted in a new nullable
feedback_messages.app_version column (migration 00003, additive so an image
rollback stays DB-safe). The operator console detail shows the app version and
renders the Filed time in UTC plus the sender's time zone (fmtTimeIn).
Touches: fbs schema + regenerated Go/TS codegen, codec + transport (the client
attaches its build), gateway transcode + backendclient, feedback store/service,
admin view + template, docs (ARCHITECTURE §15, FUNCTIONAL + _ru). Verified:
feedback integration tests (migration + version round-trip), codec round-trip,
check/unit/build green.
The UI language follows the device (the local choice / system guess) and is
deliberately not overridden from the account, but the advertising banner and
out-of-app push routing are resolved server-side from preferred_language. A
saved device choice the account had not recorded — picked while a guest, or
differing from the Telegram system-language seed — left the banner (and pushes)
in the wrong language until a Settings change rewrote preferred_language.
On profile load (adoptSession and the in-place link path) push the saved local
choice to the account when it differs (new pure helper languageNeedsServerSync;
no-op for guests and when already equal), so the banner and pushes match the
visible UI from the first open. Unit-tested.
Migration 00002 replaces the default (house) campaign's single seed tip with
the 47 curated, language-agnostic Scrabble tips — one bilingual ad_messages row
each (body_en + body_ru), which the client round-robins per ARCHITECTURE §ads.
Data-only: the ad_messages schema is unchanged, so a backend image rollback
stays DB-safe. Down restores the original single seed tip. Verified up/down
against a throwaway Postgres (47 rows; apostrophes escaped).
Drop the literal version default from the build files (backend Dockerfile both
stages, loadtest Dockerfile, the compose build-arg) so the release tag is not
duplicated as a stale-prone default a newcomer can't tell from the real source.
DICT_VERSION is now required: compose uses ${DICT_VERSION:?…} and the Dockerfiles
have no ARG default, so a missing value fails loudly instead of baking a stale tag.
The tag lives only in its genuine sources — ci.yaml env (CI tests), the Gitea
TEST_/PROD_DICT_VERSION variables (deploy seed) and deploy/.env.example (local).
Adds a "Bumping the dictionary version" section to deploy/README and fixes the bare
docker-build examples (CLAUDE.md, README.md, loadtest/README) to pass --build-arg.
Bump DICT_VERSION v1.2.1 -> v1.3.0 across the seed surface: .env.example, the
compose build-arg default, both backend Dockerfile stages, the loadtest
Dockerfile, the CI dawg-download version, and the deploy/backend docs.
v1.3.0 drops the abbreviation class from the Russian word list (scrabble-dictionary
#6). This only seeds a FRESH volume; a live contour/prod volume is unaffected (the
.seed_version marker wins — seed-drift guard) and moves to v1.3.0 through the admin
console (ARCHITECTURE §5). Per-contour deploy still overrides via TEST_/PROD_DICT_VERSION.
Top-aligning it still read a touch low; move the empty-blank star up
(top 8% -> 0.5%) so its ink centres against the rack letters' block,
matching the board tile's centred mark. Size unchanged.
Rack: the empty-blank star is now top-anchored level with the letters and a
touch larger (was centred, sitting low). Board and Stats best-move tiles: the
placed-blank star's ink is centred on the value digits' line (was slightly
high). CSS-only nudges; pixel offsets measured against the rendered glyphs.
The Erudit variant's blank is the "звёздочка", so render it with a star.
An empty rack blank (and its drag ghost) shows ✻ centred; a placed blank
keeps its designated letter and carries ✻ where the (absent) point value
sits — on the board and in the Stats best-move tiles. The Scrabble variants
are unchanged. Gated by usesStarBlank() in lib/variants.ts.
When the Telegram first name yields no usable letters, fall back to the @username
taken whole (trimmed + length-capped, never character-stripped like the real name)
rather than a sanitized form; the generated placeholder is reached only when no
username is set. Precedence: real name -> @username (verbatim) -> placeholder.
- Lobby friend-invitation card: icon-only checkmark/cross actions stacked in a
min-width right column; the middle column (From <name> + flag + variant rules,
like New Game) grows and wraps. The cross now opens a decline-confirmation modal
(mirroring the in-game resign confirm) instead of declining on first tap.
- New Game with a friend: a lone offered variant is pre-selected and its picker
disabled (nothing else to choose); relabel 'Тип игры' -> 'Вариант' and
'Подсказок на игрока' -> 'Подсказки'.
- Quick game: pin the Start button to the bottom of the screen, mirroring the
friend-game Send-invitation button.
The project is live in production, so the staged-development scaffolding is removed.
- Delete the staged trackers PLAN.md and PRERELEASE.md.
- Rewrite CLAUDE.md: drop the per-stage workflow; codify the ongoing development
principles (How we work) and the production model (Branching, CI & production):
manual prod-deploy / prod-rollback, semver release tags, Ansible provisioning,
expand-contract migrations.
- De-stage the living docs (README, ARCHITECTURE, TESTING, deploy/ansible, loadtest,
platform/telegram READMEs) and the docker-compose tuning comments: drop the
Stage N / R1-R7 / pre-release labels, keep every number and rationale, and fix the
now-dangling PLAN.md / PRERELEASE.md references to describe the current state.
- Reword stale 'later stage' Go doc comments for subsystems that have shipped.
- prod-deploy.yaml is now four visible sequential jobs (build -> deploy-main ->
deploy-bot -> verify) so the rollout stages show in the Actions UI; the
per-service rolling stays in the deploy-main log.
- prod-rollback.yaml: a separate manual workflow_dispatch. Leave target_version
blank to roll back to the previous deployed version (the host now tracks
DEPLOYED_TAG + PREVIOUS_TAG), or pick a release tag. Re-deploys an already
published image rolling + health-gated, image-only (no rebuild, no DB migration).
- prod-deploy.sh tracks the previous tag (commit_tag) for the blank-input rollback.
- Docs: ARCHITECTURE §13 + deploy/README runbook cover versioning + rollback.
pkg/version.Version (default "dev") is set at link time via -ldflags from each
service Dockerfile's VERSION build-arg, which the deploy passes as the git tag
(git describe --tags). It surfaces as the OpenTelemetry service.version resource
attribute (so Grafana/Tempo are version-aware), alongside the SPA's existing
About version. Adds the VERSION build-arg to the backend/gateway/validator/bot
compose builds and a serviceResource test covering service.name + service.version.
- ARCHITECTURE §13 prod bullet -> the realized mechanism: registry transport,
two-host, rolling + auto-rollback, migration maintenance window, node_exporter,
the undersized launch; the contour paragraph notes node_exporter + the
telegram-local profile.
- deploy/README gains a prod rollout runbook (how to run, migrations/restore, cert
rotation, sizing/monitoring, the full PROD_ set) + node_exporter row, the
telegram-local profile note, and the soft AWG_CONF note.
- PLAN Stage 18 records the resolved open details and the remaining live cutover
(pending erudit-game.ru DNS); the tracker reads 'machinery built; cutover pending DNS'.
- PRERELEASE TX/AG note the prod wiring is built.
A workflow_dispatch-only rollout from master (confirm=deploy):
- .gitea/workflows/prod-deploy.yaml builds + pushes the images to the registry,
ships the compose/config/certs/env over SSH, deploys the main host via
prod-deploy.sh, then the bot host, then verifies the public site.
- deploy/prod-deploy.sh rolls the main stack one service at a time in dependency
order (postgres->backend->gateway->landing->validator->caddy), health-checking
after each; any failure rolls the whole stack back to the previous tag. A schema
migration adds a maintenance window: the backend (sole writer) is stopped for a
consistent pg_dump before migrating; image rollback stays DB-safe (expand-contract),
the dump is kept for a manual restore.
- prod overlay: pull the four main images from the registry by tag.
- Runtime secrets reach the host via a sourced env.sh (single-quoted values keep the
bcrypt hash's literal $ intact, unlike a --env-file).
Split the contour across the two prod hosts and retune for the small main host:
- Gate vpn+bot to the telegram-local profile. The CI test deploy now passes
--profile telegram-local so the test contour still brings them; the prod main
host omits both, and the prod bot runs standalone from docker-compose.bot.yml.
- docker-compose.prod.yml (main-host overlay): publish caddy 80/443 (no host
caddy in prod; caddy owns ACME) and gateway 9443 (the remote bot dials in over
mTLS); GOMAXPROCS=2, smaller memory caps and 7d Prometheus retention for the
2 vCPU / 1.9 GiB host. It launches deliberately undersized; resize reactively.
- docker-compose.bot.yml: standalone bot for the tg host (no VPN, OTLP off since
otelcol is unreachable from there, dials the main host's bot-link).
- Add node_exporter + a Prometheus scrape so host memory pressure (the OOM
signal on the tight main host), not just per-container docker_stats, is visible.
- Soften AWG_CONF to a default: only the profiled vpn sidecar consumes it, and
compose interpolates profiled-out services too, so prod must not require it.
Idempotent playbooks under deploy/ansible/ prepare both production hosts:
docker-ce + compose plugin, a non-sudo deploy service account holding the CI
deploy key, key-only sshd, default-deny ufw, fail2ban, unattended upgrades and
chrony. The main host also opens 80/443/9443 and creates the external edge
network; the tg host verifies direct Bot API egress (the no-VPN assumption).
The application is deployed separately by the prod-deploy workflow (later
phase), running as the deploy account this playbook provisions.
Inside Telegram, a failed initData authentication (e.g. the backend down
during a deploy) dropped the user onto the web login screen — the /app/
experience, which has no place inside the Mini App. bootstrap now retries the
launch a few times in silence and then renders a dedicated boot-error screen
with a Retry button (new BootError.svelte, app.bootError), never falling back
to the web sign-in. A blocked account is still terminal and goes straight to
the blocked screen.
The profile "Link an account" section (email + Telegram link) is hidden while
sign-in is provider-only; the anonymous /app/ guest whose upgrade path this is
comes later. The flow is kept wired (`hidden` on .emailbox) and its two e2e
specs are skipped, both to be re-enabled together.
Adds i18n boot.* copy (en/ru), a mock authTelegram failure hook plus an e2e
covering the retry screen, and bakes both behaviours into FUNCTIONAL(.md/_ru).
EvaluatePlay (the hottest gameplay call, fired on every tile placement) now uses
the warm live-game cache directly: an active game stays cached (mutated in place
across moves, evicted only on finish), so the cached engine game and its immutable
seat list answer the membership check and the score with no DB read. The cold path
(eviction / first load) still loads and validates via the store. The seat list is
cached alongside the engine game for the membership fast path.
GetGame also folds its two round-trips (game, then seats) into one LEFT JOIN,
preserving the contract (same Game, a seatless game still returns empty seats, seat
order kept) — one round-trip for every remaining caller.
Measured at 500 players: evaluate p99 halves (200 -> 100 ms) and the per-op query
count drops. It does NOT cut postgres CPU — that is write-bound (per-move CommitMove
plus draft upserts and journal replays), the cheap indexed GetGame reads were never
its bottleneck, and postgres runs with headroom (~1.5 of 2 cores). So this is a
latency / query-volume optimization, not a DB-CPU one.
Regression cover: a non-player evaluate against a warm game asserts the cached-seat
membership path; the integration suite exercises GetGame's join across every game op.
The loadtest harness never modelled game.evaluate — the debounced per-tile
play preview a real client fires several times per turn, the hottest gameplay
call. Model it (one evaluate per placed tile + reconsideration re-previews +
draft.save, human-paced; --eval / --eval-recon toggle it).
That realistic load surfaced the real bottleneck: the gateway's backend HTTP
client used the default transport (MaxIdleConnsPerHost=2), so every sync call
to the single backend host churned a fresh TCP connection — ~26500 TIME_WAIT
sockets at 500 players (near the ephemeral-port ceiling), burning ~1.75 gateway
cores while the backend sat near-idle. It was the unfixed root of the residual
transport_error the earlier passes chased on the client side.
Widen the keep-alive pool (backendMaxIdleConns=512, ~2x the observed 225-conn
peak). At 500 players the churn collapses to ~0 and peak gateway CPU drops ~7x
(~1.75 -> ~0.26 cores); postgres (~1.65 cores) becomes the busiest service.
This overturns the earlier "gateway is the binding constraint, scale it
horizontally" sizing — that was sizing around this bug, not a real floor.
Consolidate the loadtest trip reports into one loadtest/REPORT.md (drop the
R2/R7 split) and bake the finding into README / PRERELEASE / ARCHITECTURE /
TESTING.
The main bot is now an admin in the moderated discussion group and receives its
messages (allowed_updates includes message). Its default handler replied to
every message with a Mini App launch button — an inline web_app button, which
Telegram permits only in private chats — so replying in the group failed with
BUTTON_TYPE_INVALID (silently: the send fails, no user-facing error). Reply only
in a private chat; in the group the bot only manages permissions. The promo bot
gets the same guard.
- Bake the final default-allow + mute-the-ineligible strategy into
docs/ARCHITECTURE.md, docs/FUNCTIONAL.md (+_ru), platform/telegram/README.md,
the deploy compose comment and the PRERELEASE tracker. The live test proved a
per-user grant cannot exceed a deny-by-default group (Telegram intersects the
chat default with the per-user permission), so the chat allows sending by
default and the bot restricts the ineligible instead of granting the eligible.
- Lower the per-event chat_member trace and eligibility evaluation to Debug;
keep the actual mute/unmute actions, the startup self-check and warnings at
Info, so prod logs only what the bot did.
- Update game.searchingForOpponent (Searching -> Waiting for opponent / Поиск ->
Ждём соперника) and the quickmatch e2e assertions to match.
Telegram intersects the chat default with each user's permissions, so a per-user
grant can never exceed a deny-by-default group: the original default-deny +
grant design could not let any user write (can_send=true was AND-ed with the
denying default). Invert it — the chat allows sending by default and the bot
MUTES an ineligible member (unregistered, admin-suspended, or chat_muted) and
restores an eligible one it had muted, acting only when the current state
differs (idempotent, no self-loop). The block/unblock/chat_muted/registration
path already sets can_send to the eligibility, so it is unchanged.
The CanSendMessages loop-guard skipped exactly the stuck case — a restricted
member whose chat_member event reports can_send=true yet who cannot actually
write. Replace it with a precise loop guard (skip only the bot's own restrict
action, i.e. the update whose performer is the bot) and grant any eligible
in-chat member (member or restricted) otherwise. Also log the new member's
can_send, is_member and the actor id for full visibility.
A default-deny discussion group reports a present or freshly joined member as
`restricted` (no send right), not `member`. The join filter required `member`,
so the real case never matched and a registered user stayed muted. Grant any
eligible in-chat member (member or restricted) that still lacks the send right,
with a loop guard (skip when send is already allowed) so the bot's own grant
does not re-fire. Revoking a now-ineligible user stays the chat-gate path's job,
so this never fights a chat_muted/block.
Two follow-ups from a contour test where a user joined the chat, then
registered, and got no write access — with silent logs.
Observability: log every chat_member update (chat id, configured id, user,
old->new status), the eligibility result and the grant outcome; plus a startup
self-check that warns loudly when the bot is not an administrator in the chat
with the restrict-members ("Ban users") right — the common misconfiguration,
previously invisible in the logs.
Grant on first registration: a user who joins the moderated chat BEFORE
registering is covered by no chat_member event, so the join-time grant never
fires for them. ProvisionTelegram now reports first contact, and the Telegram
auth handler emits chat_access_changed on it, so the gateway re-evaluates and
grants write access if the user is already in the chat.
tgbot.New validates the token with getMe, so a bad or unreachable promo token
would otherwise return an error from run() and crash-loop the whole bot process
— taking the main game bot down with it, since they share the container. Log it
and skip the promo bot instead; the main bot and bot-link are unaffected.
Add a second standalone promo bot to the bot container (answers /start with a
localized message + a URL button into the main bot's Mini App) and gate write
access in a channel's linked discussion chat: grant on join when the Telegram
user is registered and neither admin-suspended nor holding a new chat_muted
role, and revoke/grant on the matching moderation change for a member currently
in the chat.
Eligibility (registered AND NOT suspended AND NOT chat_muted; the game
suspension dominates) is resolved once in the backend and reached two ways: the
bot's join-time unary ResolveChatEligibility over the existing mTLS bot-link,
and a backend chat_access_changed event -> gateway -> ChatGate command
(idempotent; a temporary-block-expiry sweeper may over-emit). The bot guards the
block/unblock path with getChatMember, since bots cannot list members.
A web_app button cannot open another bot's Mini App (it signs initData with the
sending bot's token), so the promo button is a t.me ?startapp URL reusing the
UI's VITE_TELEGRAM_LINK. The bot must be a chat admin with the restrict-members
right and chat_member in its allowed updates.
No schema change: chat_muted reuses the data-driven account_roles table.
The dismiss check fired at the instant a word finished laying, so a word
was never held: ЭРУДИТ fell straight into the lobby (too fast) and
ЗАГРУЗКА got no readable pause. The pause was a *leading* gap before the
next word, not a hold after the current one.
Move the hold to after each word and run the check after it: every word
(ЭРУДИТ included) now stays up for PAUSE_MS before the splash either
dismisses or lays the next word. prefixMs = WORD_MS + PAUSE_MS,
cycleMs = 2*(WORD_MS + PAUSE_MS).
On a cold app open the lobby's game list arrives over the network; on a
slow link the empty "no games yet" line flashed before the games loaded.
Add a full-screen tile splash that lays a Scrabble crossword of ЭРУДИТ /
ЗАГРУЗКА / ОЖИДАНИЕ (Эрудит point values, hardcoded since the alphabet
table is not cached at boot) until the lobby's first load settles, then
removes itself to reveal the populated list.
- lib/splash.ts: pure layout + reveal schedule (unit-tested).
- components/Splash.svelte: App-level overlay; per-tile drop-in; loops
ЗАГРУЗКА → ОЖИДАНИЕ until ready, dismisses on a word boundary. Static
ЭРУДИТ under reduced motion / the mock build.
- app state: lobbyReady (set by Lobby on first settle) + splashDone,
reset on logout.
- App.svelte: overlay while routeIsLobby && !splashDone; the plain text
splash now only covers non-lobby deep-links during bootstrap.
- docs: UI_DESIGN + FUNCTIONAL (+ _ru).
The @honeypot block both deleted and set X-Scrabble-Honeypot in one reverse_proxy.
Caddy applies header_up deletions *after* sets, so the tag we set was immediately
stripped: the gateway never saw it, and a decoy hit (e.g. GET /.env) fell through
to the gateway's /app redirect (308) instead of tripping the honeypot. Drop the
delete — the bare set already replaces any client-supplied value. The real
endpoints keep stripping the header in the @gateway block (delete-only, no
conflicting set). Caught on the live test contour (no caddy locally).
Add a prod-only, in-memory IP ban enforced at the edge, fed by three signals:
sustained rate-limiter rejections (the IP-keyed public/email/admin classes — the
user class stays the backend soft-flag's concern), a honeypot decoy-path hit (the
contour caddy tags decoys with X-Scrabble-Honeypot and routes them to the gateway),
and a honeytoken (a planted bearer, GATEWAY_HONEYTOKEN). A banned IP is refused with
429 by the abuseGuard middleware before any work — covering the Connect edge, the
live stream and the static SPA/landing the per-op limiter never gated.
The ban is off by default: it keys by the real client IP the shared-NAT test contour
does not expose, so a ban there would be self-inflicted; detection still logs in the
contour, only the ban action is gated (GATEWAY_ABUSE_BAN_ENABLED). Rejection bans last
GATEWAY_ABUSE_BAN_DURATION; tripwire/honeytoken hits are near-zero-false-positive and
earn longer fixed bans. Each ban increments gateway_abuse_banned_total{reason}.
Operators see and lift active bans on the admin console's Throttled page; the gateway
syncs its active set to the backend every 30s (POST /api/v1/internal/bans/sync,
backend/internal/banview) and applies the operator unbans the response returns.
PRERELEASE phase AG. Docs baked into ARCHITECTURE / FUNCTIONAL (+ru) / both READMEs.
The gateway and bot run on distroless nonroot (UID 65532) and bind-mount the
cert dir read-only, but gen-certs.sh wrote the keys 0600 (owner-only, the deploy
user), so both crash-looped at boot with "open /certs/*.key: permission denied"
and the deploy probe correctly failed (the contour's gateway was down).
The .crt files were already 0644 (openssl default); make the leaf keys 0644 too
so UID 65532 can read them. These are ephemeral TEST certificates regenerated
every deploy on the trusted runner; prod keys come from PROD_ secrets. The CA
private key stays 0600 (containers never read it).
Move all Telegram egress off the main host. The single connector held the
bot token, long-polled Telegram and answered the gateway/backend over the
trusted internal network, so the whole component (including login validation)
shared fate with its VPN sidecar. Split it into two binaries that share the
token:
- cmd/validator (home, no VPN): Mini App initData + Login Widget HMAC only,
never calls the Bot API. The gateway dials it for Telegram auth, so game
login is now independent of Telegram reachability.
- cmd/bot (remote): Bot API long-poll + sendMessage, the only component
reaching Telegram. It holds no inbound port — it dials the gateway over a
new reverse mTLS bot-link (pkg/proto/botlink/v1) and executes the send
commands the gateway pushes.
The gateway funnels sends to the bot-link: out-of-app push is fire-and-forget
(at-most-once, dropped if no bot is connected); the backend admin broadcasts
reach a gateway-served relay that forwards them and awaits the bot's ack
(SendToUser/SendToGameChannel contract preserved). mTLS (pkg/mtls) is the one
inter-service link that leaves the trusted segment; validator<->gateway and
the relay stay plaintext internal. The bot is Telegram-rate-limited.
One bot now; the gateway bot registry, an owns_updates flag and per-command
ids leave seams for N later. Webhook rejected (one URL per token, adds inbound
+ a static address).
The unified test contour runs the split (the bot keeps its VPN sidecar and
dials the gateway by its internal name; bot-link certs from deploy/gen-certs.sh,
generated in CI). The prod wiring — the bot on a separate host (no VPN), the
gateway bot-link port published, PROD_ certs with scheduled rotation, an SSH
deploy of both hosts together — is the deferred final stage (PRERELEASE.md TX,
Stage 18).
Docs: ARCHITECTURE, PRERELEASE (phase TX), platform/telegram + gateway +
backend + deploy READMEs, FUNCTIONAL(+ru), CLAUDE.md, .env.example.
The lobby tinted only the viewer's own number, and a tie counted as
"leading" — so an even score showed only the viewer's number green,
reading as if the viewer were ahead. A fresh 0:0 board did the same,
accenting the start of a game where nobody has scored.
scoreStanding is now per-seat: the viewer's seat stays green when
leading or tied and red when trailing; an opponent's seat greens only
when it ties the viewer for the lead, so an equal non-zero score paints
both numbers green. When the top score is 0 (nobody has moved) every
number is left muted, like a finished game.
The post-deploy probe checked only the static landing and the gateway-served SPA shell, so a crash-looping backend passed the deploy green. Add an http://backend:8080/readyz probe on the internal network (and dump backend logs on failure) so an unready backend fails the deploy loudly.
The seed-drift guard shipped as refuse-boot: the backend exited when
BACKEND_DICT_VERSION disagreed with the flat dir's recorded .seed_version. On
the test contour that turned a harmless-in-intent action — bumping the
TEST_DICT_VERSION variable to the active release (v1.2.1) on a volume seeded as
v1.0.0 — into a crash loop, because DICT_VERSION is the *seed* of a fresh
volume, not the active version (which the admin console drives).
Make the marker authoritative instead: OpenWithVersions resolves the flat dir's
version from .seed_version when present and ignores bootVersion on an
already-seeded volume; bootVersion only seeds a fresh volume's marker. So a
bumped build seed on a live volume is a no-op (it can't relabel live bytes and
can't void games pinned to the prior label), and it correctly seeds the next
fresh volume. The subdirectory scan now skips the resolved seed, so a version
also present as a subdir (e.g. v1.2.1 uploaded via the console while the build
seed is bumped to v1.2.1) is still loaded rather than shadowed by the flat bytes.
Tests: marker-wins over a bumped boot version; a bumped boot keeps the matching
subdir resident (the live-contour case). Docs updated (ARCHITECTURE §5, READMEs,
compose/.env, PRERELEASE DV) from "refuses to boot" to "marker wins / ignored".
Verified locally against v1.2.1: gofmt, build, vet, unit, integration green.
The dictionary release moved to v1.2.1 while DICT_VERSION stayed pinned at
v1.0.0 in CI and the image/compose seed defaults. Two problems:
1. CI validated against a stale dictionary.
2. The contour seed could be bumped on a live volume, which silently relabels
the already-seeded bytes — voiding games pinned to the prior label and
serving the wrong dictionary for new ones. The flat DAWGs carry no embedded
version, so this drift was undetectable.
Changes:
- Seed-drift guard: OpenWithVersions records the flat dir's version in a
.seed_version marker on first boot and refuses to start when a later
BACKEND_DICT_VERSION disagrees. DICT_VERSION is now the seed for a *fresh*
volume only; a live contour migrates through the admin console (old versions
stay resident, in-progress games keep replaying).
- Track the current release: CI's DICT_VERSION centralised to one workflow-level
env (v1.2.1); image/compose/.env seed defaults bumped to v1.2.1. The deploy
job keeps reading the per-contour vars.TEST_DICT_VERSION.
- Docs: ARCHITECTURE §5 (decision record), backend/deploy READMEs, PRERELEASE
tracker (DV row).
Verified locally against the v1.2.1 artifact: gofmt, build, vet, unit and
integration (-tags=integration) all green.
Consolidate the incremental goose migrations (00001-00014) into one
baseline. There is no production data, so the squash carries no data
migration. The baseline was generated from the end-state schema and
verified schema-identical to the squashed set (pg_dump diff) plus a full
integration run; the default house ad-campaign seed is carried over (a
schema-only dump omits it). The per-feature narrative that lived in the
squashed migrations is preserved in git history and docs/ARCHITECTURE.md.
Deploy note: this breaks goose's version continuity, so the test contour
DB must be wiped once — DROP SCHEMA backend CASCADE + restart backend —
for goose to re-apply the single baseline fresh. No prod data exists.
Collapse the two per-language Telegram bots into one unified bot and
replace language-based variant gating with explicit per-user variant
preferences.
- Telegram: one bot; drop service_language and the supported_languages
set everywhere (DB, account, auth, FlatBuffers Session wire, gateway,
connector proto). The single bot renders chat and out-of-app push in
the recipient's preferred_language; remove the game-language push
routing override (notify Intent.Language / push Event.language).
- Preferences: new accounts.variant_preferences (text[], DB default
{erudit_ru}, CHECK non-empty + subset of the three variants). Gates
the New Game picker, vs-AI and the friend invitation the player
creates, enforced server-side (HTTP 400 otherwise); an invited friend
may still accept any variant. Edited on the Settings screen; variants
are Erudit-first everywhere.
- Admin: drop the per-bot language selectors (broadcast / send-to-user)
and the feedback channel_lang column/field.
- Env/CI: collapse TELEGRAM_BOT_TOKEN_{EN,RU}, TELEGRAM_GAME_CHANNEL_ID_{EN,RU},
VITE_TELEGRAM_LINK{,_EN,_RU} and VITE_TELEGRAM_GAME_CHANNEL_NAME_{EN,RU}
to single unsuffixed names; drop GATEWAY_DEFAULT_SUPPORTED_LANGUAGES.
- Docs updated (ARCHITECTURE, FUNCTIONAL + _ru, platform/telegram, gateway,
backend, ui, UI_DESIGN, PRERELEASE).
The migration squash is deferred to a follow-up PR.
Decide who moves first by the official rule: each seated player draws one
tile, the one closest to "A" leads (a blank beats every letter), ties
re-drawing until a single leader remains. Each draw uses honest per-draw
crypto/rand entropy (not the deterministic bag seed), so the recorded draw —
not a seed — is the only account of the outcome. The leader takes seat 0, so
the engine and journal replay are unchanged.
The draw is recorded with the game (game_setup_draws, migration 00013) for
future tournaments, designed as a discrete "player N draws a tile" step.
Friend/AI games draw at creation. Auto-match draws when the game opens,
against a synthetic uuid.Nil opponent whose draw rows (NULL account_id) are
back-filled to the real opponent on join — so the opener's seat is fixed up
front and the existing open-game pre-move is preserved with no reseating.
Admin /_gm/games/:id gains the recorded draw list and a simple step-by-step
board replay (game.ReplayTimeline + a vanilla-JS stepper): a board with
A-O/1-15 headers and highlighted premium squares, placed letters with their
tile value as a subscript, rack panels around the board (seat 0 top, 1
bottom, 2 left, 3 right) with the current player highlighted, and a per-move
log with the tiles drawn and the bag remainder.
Docs: ARCHITECTURE §6/§9, FUNCTIONAL (+_ru), PRERELEASE (FM row), design spec.
Svelte trims leading/trailing whitespace inside an element, so the literal
`<span class="sep"> : </span>` rendered as a bare ":" ("123:123"). Emit the
separator as a string expression `{' : '}`, which Svelte preserves, restoring
"123 : 123".
Per owner follow-up: the whole lobby score line is now bold (font-weight 700,
matching the over-the-board score plaques) and a hair smaller (0.8rem) to offset
the heavier weight. The viewer's own number keeps its green/red standing tint.
Functional: the in-game add-friend handshake aimed at an auto-match opponent who is
secretly a pooled robot now records the request per (game, seat) in a new
robot_friend_requests table -- never against the shared robot account -- mirroring the
robot_blocks pattern. The shared account stays out of friendships, the "requested" state
is pinned to the seat (not leaked across the player's other games), the robot ignores it,
and a background reaper drops the row 7 days after its game finishes. The outgoing-requests
list carries these per-game rows so the seat control stays disabled across reloads. No
withdraw UI, per owner decision.
Cosmetics:
- Lobby: an in-progress game tints the viewer's own score number green when leading or
tied, red when trailing (reusing --ok/--danger); scores now render in seat-number order,
matching the over-the-board scoreboard.
- Stats: the per-variant best move is laid out on two lines -- the variant label, then the
score (right-aligned in its column) and the word tiles (left-aligned) below it.
- Dark theme: the played-tile background is a touch darker so a player-placed tile reads
with more contrast (light theme unchanged).
Docs (ARCHITECTURE, FUNCTIONAL + _ru mirror, backend README, UI_DESIGN) updated in the
same change.
Three owner-requested polish changes:
- robot: replace the lengthening 60-90 min -> 6 h proactive-nudge ramp with a
flat uniform 9-12 h wait before every nudge; the existing sleep-window gate
still skips and defers a nudge that would land in the robot's night.
- ui: colour the lobby/in-game unread dot by type -- the regular danger colour
when a chat message is unread, a softer amber (--warn) when only nudges are.
Adds a per-viewer unread_messages flag (chat_messages.kind='message') across
the backend DTO, FlatBuffers wire, gateway transcode and the UI store.
- ui: float games with any unread notification to the top of the lobby's
your-turn and opponent-turn sections (finished keeps its order), reusing the
existing unread_chat flag.
Docs (ARCHITECTURE 7, FUNCTIONAL + _ru) updated. No DB migration; the new wire
field is backward-compatible.
In a dead-drawn endgame — the two most recent journal moves are both
passes, so the board and the robot's rack are frozen and the robot is
bound to pass again — the robot still waited out its long late-game think
time (up to 90 min) before passing, needlessly dragging out a decided game.
Shorten that delay to a [0.8, 1.5]x band around the human's last-move think
time (the gap between the last two journal entries), clamped to [30s, 8min]
and taken as a min with the normal schedule, so the robot never moves
slower. A slow human collapses to the 8-min cap; a fast human is tracked,
with the floor keeping the robot from passing suspiciously instantly. The
anchor reads the move journal only (no schema change), stays deterministic
from the seed, and still defers to the sleep window.
RobotTurns now carries EndgamePass + OppLastMove, filled by one batched
journal query on the scan; the honest-AI single-game trigger keeps the
normal path (it moves at once). NextMoveAt (admin ETA) is left as the
normal-schedule upper bound.
A hint's MoveRecord words are upper-cased on decode (for the move-history view),
whereas an EvalResult keeps the backend's lower case. Seeding the move preview
from the hint verbatim flipped the score caption to upper case and nudged its
height. Lower-case the words in previewFromHint so the caption reads the same
as the evaluate path it replaces.
Taking a hint auto-placed the suggested tiles and then called recompute(),
which round-trips a debounced evaluate for that exact placement. The hint is
the engine's own top-ranked, fully scored legal move, so its move already
carries the score, words and direction an evaluate would return — the second
call was pure duplicate work and added a visible disabled->enabled flicker on
the submit button over slow links.
Seed the move preview directly from the hint move via previewFromHint and
cancel any pending evaluate timer so a stale one cannot clobber it. A later
manual edit re-arms recompute() as before, so rearranged tiles are re-evaluated
normally. Client-only; no backend, wire or schema change.
- The rack now animates the opening drop gap for a board-tile recall drag too
(the reorder transition was gated on a rack-source drag only).
- While a board tile is dragged over the rack (a recall, gap shown), the ✅
confirm and its preview caption are hidden so they don't sit over the gap;
they return if the tile is dragged back out over the board.
- A recall drop lands off the boardwrap, so its pointerup never reached the
boardwrap handler and left a stale id in the active-pointer set — the next
board swipe then read as multi-touch and the shuffle / history pull went dead.
Reconcile the pointer when a drag ends or cancels. Regression e2e added.
- vs-AI: the comms hub drops the Chat tab (Dictionary only); a finished AI
game has no comms at all, so its 💬 history-header entry is hidden too.
- Confirm-move ✅: redone as an absolute overlay pinned to the right edge (its
right edge sits under the preview caption), so the rack keeps a fixed tile
size — this reverts the tile-shrink that resized the letters at 6 tiles.
- Recall: dragging a placed tile back to the rack now drops it at the slot the
pointer is over (drag-to-position, a gap opens), instead of snapping to its
original slot; double-tap still recalls to the origin. New pure recallToSlot.
Tests: placement recallToSlot units; e2e recall-to-position; vs-AI comms e2e
updated. Docs: UI_DESIGN + FUNCTIONAL (+ru).
The ✅ box already ended at var(--pad) from the screen edge, but place-items:
center centred the glyph inside the 56px box, so it sat ~14px left of the green
preview caption (.scores, text-align:right at the same var(--pad)). Right-align
the glyph (place-items: center end) so its right edge lands under the caption's.
- admin dashboard "Users" count excludes robots (CountUsers, humans only)
- lobby finished-game delete reveal: background matches header/tab-bar (--bg-elev)
- mobile: swipe up on the zoom-out board (no staged tiles) shuffles the rack
- lobby: status icons -25%, game-row top/bottom padding halved
- toast: info tier drifts up ~a tab-bar height while fading over 2s and dismisses
on tap; error tier unchanged
- game: confirm-move button stays pinned at the right edge; rack tiles shrink to
fit so a full rack never overflows onto it
- telegram: a successful invite-link redeem shows a welcome window pointing at the bot
- settings: remove the grid-lines toggle; the board is always a gapless checkerboard
- settings/comms hubs: the selected tab highlight wraps icon + label as a pill
Docs: UI_DESIGN (toast, board surface, selected tab), PLAN; e2e updated for the
removed grid-lines toggle.
Blocking an auto-match opponent who is secretly a pooled robot is recorded instead in a separate `robot_blocks` table.
Now blocking behaves the same in that game (struck name, hidden composer) and lists the blocked opponent under the name you saw, but is recorded only against that game — the disguise holds, the shared robot is never globally blocked, and the matchmaker keeps pairing you with robots (so you can never block yourself out of opponents).
- the shared robot account is never put in `blocks`
- the matchmaker keeps it free and it is not blocked under its other per-game names
- the blocked list and the in-game card still show it by joining that table; an unblock deletes the row
Make a per-user block one-directional and non-destructive: the blocker stops
receiving everything from the blocked user (chat, nudge, friend requests,
invitations) and the matchmaker never pairs them, while the blocked user
notices nothing — their sends still persist by the normal rules but are never
delivered or surfaced (born-read). A block no longer deletes the friendship
(an unblock cleanly restores it) and instant-reads any unread the blocked user
had left for the blocker.
- backend: a directional blockExists guard across chat/nudge/friends/invitations
(store-but-hide for the blocked->blocker direction, refuse blocker->blocked);
the matchmaker excludes a block-related pair (both directions) from auto-match;
user_blocked/user_unblocked notifications to the blocker only (in-app only).
- ui: the opponent score card gains a block ✖️ control mirroring add-friend
(red "Block?" confirm, mutual-hide while confirming, struck name, hidden chat
composer when blocked); optimistic apply + event confirm + rollback for both.
- admin: the user card gains cross-linked blocks / blocked-by / friends lists.
- docs: FUNCTIONAL(+ru), ARCHITECTURE §10 + decision record, UI_DESIGN, PRERELEASE.
A second "random opponent" enqueue with the same variant and per-turn
rule, while the caller's first game was still open (awaiting an
opponent), returned that same open game, so a player could never start a
fresh random game while one was still searching.
Drop the own-open short-circuit (step 1) in store.OpenOrJoin: a
re-enqueue now joins another player's open game or opens a fresh one.
Accumulation stays bounded by MaxActiveQuickGames, which counts open
games. Update the matchmaker/service/store doc comments and
ARCHITECTURE.md, and flip the pinning test to assert the new behavior.
The statistics screen gains real depth, plus a hint-count bug fix found along the way.
- Best move per variant: the screen shows the actual best-move word (drawn as game
tiles; a wildcard shows its letter but no value), broken down by game variant, empty
variants omitted. New account_best_move table, written at game finish.
- Moves & hint share: two new lifetime tiles — the player's play count and the share of
plays that used a hint — from summed account_stats counters (moves, hints_used).
Honest-AI games are excluded, like the rest of the stats.
- Hint-count fix: the in-game hint badge no longer goes stale across games. The global
wallet now rides the wire apart from the per-game allowance (wallet_balance on
StateView/HintResult/StatsView), so the client reads the live wallet rather than a
per-game snapshot; game_players.hints_used now counts every hint (allowance + wallet),
its true per-game total.
- Account merge: sums the new moves/hints_used counters and merges the per-variant best
moves (higher score kept), which it previously dropped.
- Admin: the user card shows Moves and Hints used.
- UI polish: tab/label wording, game-over text, and e2e selectors hardened against label
changes.
All wire additions are trailing (backward-compatible). Docs (ARCHITECTURE, FUNCTIONAL +ru,
UISN_DESIGN) updated in step.
A vs_ai game is throwaway practice, so its finished history header no longer
offers the 📤 GCG export (an empty slot keeps the comms icon pinned right).
Docs note the AI exclusion; UI_DESIGN also records that confirming a resign
reveals the full board (closes the history drawer, zooms out).
On iOS WKWebView (the Telegram Mini App), cancelling the Web Share sheet fell
through to the Blob <a download> fallback. iOS ignores the download attribute,
so clicking the anchor navigated the webview to the blob: URL — replacing the
SPA with the raw GCG file, with no way back (force-quit only).
The share path no longer falls back to a download: Web Share is available on
that platform, so a cancelled or failed share is a no-op and the user can
retry. The Blob download stays the desktop-only path (no Web Share).
After the player confirms a resign, close the move-history drawer (portrait;
the landscape dock is unaffected) and zoom the board out if it was magnified,
so the resigned game shows its full final board.
A finished honest-AI (vs_ai) game the player left — by resigning or by
abandoning it to the 7-day inactivity timeout (end_reason 'resign'/'timeout')
— no longer appears in that player's own lobby finished list.
The new game.Service.ListForLobby filters ListForAccount for the lobby
endpoint only; the admin console and the account-merge count keep the full
set. The filter keys on the game's end reason, not on which seat left, so it
extends to any player should the robot ever resign.
The ad banner lives inside the grown game header (`.nav.grow`, portrait
game only). That rule carried `flex: 1 1 auto`, so on a short viewport the
flex algorithm shrank the header — clipping the banner (`.ad` is
`overflow:hidden`) — *and* the board's scroll area at the same time. The
banner and the board ended up splitting the vertical squeeze.
Drop the shrink (`flex: 1 0 auto`): the header still grows into spare height
(banner under the title, board pinned to the bottom), but on a short viewport
it holds its natural height and the board's own scroll (`.stage`) absorbs the
whole squeeze. The banner now keeps a constant height.
Portrait-only: in landscape and on every other screen `.nav` is already
`flex: 0 0 auto`, so the banner never shrank there.
Verified in the mock UI (portrait, live banner): at 440px tall the banner
held 30px (was clipped to 14px) while the board scrolled; the tall-viewport
layout is unchanged. Full UI suite green locally (check, 272 unit, build,
bundle-size, 140 e2e).
Visualises the chat read-receipt metrics added with the read-receipt feature
(the dashboard was deferred there per the owner): posted rate by kind, the
unread backlog (chat_unread_messages gauge), and the publish-to-read latency
(chat_read_duration — average by kind plus overall p50/p95). Mirrors the
game-domain dashboard's structure; the file provider auto-discovers it.
A pooled robot substituted into an ordinary (non-AI) game never opens the
chat, so a text message to it would linger unread forever — skewing the unread
count and the publish-to-read metric. Clear its recipient bit at PostMessage
time (robotRecipients via account.IsRobot), so the message is born read. The
human sender never had their own message unread, so this is invisible to them;
a nudge to a robot already self-clears when the robot answers by moving.
Persist per-message read state as a chat_messages.unread_seats bitmask
(migration 00008): a text message seeds every recipient seat's bit, a nudge
only the awaited seat's. A seat's bit clears when the player opens the move
history or chat (POST /games/:id/chat/read, sent only when something is
unread), and a nudge additionally clears when its recipient answers by moving
(a wired game NudgeClearer, dependency-inverted so game keeps off social).
UI shows a per-viewer unread dot in the lobby (next to the opponent) and the
game score bar — the unread_chat game-view flag seeds it from authoritative
REST views, live chat/nudge events raise it. Opening the move history counts
as reading (even without entering chat): the 💬 fade-blinks twice and the
client acks. Admin Messages gains an unread-only filter, a read/unread column,
and a per-message card with the per-seat read breakdown. Observability:
chat_read_duration histogram + chat_unread_messages gauge + social tracing.
Limit a player to 10 active quick games (auto-match + AI); friend games created
by invitation are not counted. At the cap the backend refuses both new-game
entry points — quick enqueue and invitation creation — with 409
game_limit_reached, while accepting an incoming invitation stays allowed, so
friend games are capped from the other end. The lobby disables "New Game" and
shows a low-emphasis notice, driven by a new at_game_limit flag on games.list
(no per-event payload: a turn change does not move the count, and the lobby
already re-fetches games.list on entry and every game event).
- game.MaxActiveQuickGames + Store/Service.CountActiveQuickGames (active/open
seats, no game_invitations row; hidden games still count -> dedicated count)
- Server.ensureUnderGameLimit gating handleEnqueue + handleCreateInvitation;
game.ErrGameLimitReached -> 409 game_limit_reached
- FB GameList.at_game_limit (regenerated Go + TS) through the gateway transcode
and UI codec; gameListDTO + lobbycache snapshot + Lobby.svelte + i18n
- tests: integration count rule + HTTP gate + accept bypass; server error map;
gateway transcode round-trip; UI codec + lobbycache unit; e2e gamelimit
- docs: PRERELEASE (GL), FUNCTIONAL(+ru), ARCHITECTURE 8, UI_DESIGN, backend README
The lobby refetched /user/games on every stream event, including the 10s
keep-alive heartbeat, turning it into a 10s poll. That poll's REST view of a
just-committed opponent move could flip a card (and now blink it) seconds before
the matching your_turn event — and its toast — arrived over the slower live
stream, so the new lobby-card blink appeared to lead the toast by 5-7s (variable
with stream delivery; in sync when prompt).
Gate the refetch to real events (kind !== 'heartbeat'): the card, its blink and
the toast now ride the same event (opponent_moved + your_turn are published
together), and the constant 10s full-lobby poll per client is gone.
The "waiting for your move" popup was the nudge (chat.nudge), shown without a
sender name. Resolve the nudger's per-game seat name server-side and carry it on
a new NudgeEvent.sender_name field, so:
- the in-app toast reads "<opponent>: Waiting for your move 🤭" (chat.nudgeBy);
- the out-of-app Telegram push names the sender too (render nudgeBy);
falling back to the plain phrase when the name is absent (RU mirrored). The
your_turn toast already named the opponent and is unchanged.
Lobby: when a card transitions into "your turn" or "finished" while the lobby is
open, its status emoji blinks twice (two 1s fades); the opponent's-turn change
stays in place. Blink state is keyed by game id (SvelteSet + per-id nonce/timer)
so overlapping events animate in isolation; suppressed under reduce-motion.
Toast: a per-message seq re-keys Toast.svelte, so the freshest toast cancels the
previous one and replays its entrance, uniformly on every screen.
Tests: notify.Nudge round-trip + render named/fallback (Go), game.Service.SeatName
(integration), codec/i18n/gamePhase/shouldBlink (UI). Docs (FUNCTIONAL +_ru,
UI_DESIGN) + PLAN TODO-7 (deferred FLIP card-relocation animation) updated.
A handle joining two meaningful words with a dot ("Тихий.Воин", "Hidden.Hunter")
reads as machine-generated — people use "_" there, a dot only rarely. assembleHandle
now picks "_" about nine times in ten and "." only about one in ten for the
separator-joined form; the camelCase and bare-noun forms are unchanged.
Cyrillic adjective+noun handles paired a masculine adjective with any noun, so a
feminine noun read ungrammatically ("Вольный Комета"). Carry masculine + feminine
adjective forms (cyrAdjective) and tag each noun's gender (cyrNoun); cyrillicNick
now renders the adjective in the agreeing form ("Рыжая Комета", "Дикий Волк"), and a
few feminine nouns (Комета/Звезда/Молния/Пантера/Рысь/Буря/Сова/Акула) are added for variety.
The seat display-name snapshot only reached the live-event path (seatNames);
the REST DTO layer still resolved seat names from the account store
(fillSeatNames), so the game screen and lobby list showed the robot's seeded
account name ("Женя") while the your_turn toast showed its per-game name
("Звёздный_Барс2"). Carry the snapshot into gameDTOFromGame and have
fillSeatNames fall back to the account only for a seat with no snapshot (a
pre-snapshot legacy row). Friends and invitations keep account names (the
persistent identity, not a per-game disguise).
Decouple the displayed opponent name from the small pool of durable robot
accounts: the disguised auto-match robot now gets a freshly composed name each
game, stamped on a new game_players.display_name seat snapshot. The snapshot
also captures humans' names, freezing what an opponent sees for the life of a
game (a later rename no longer rewrites past games); readers fall back to the
account's current name for pre-migration rows.
Names come from a wide composed corpus (internal/robot/namevariety.go): Western
locales (EN/DE/ES/IT/FR/PT), native Japanese/Chinese names, a gender-agreed
Russian pool, and human-style handles. Routing keeps Pick's spirit -- a Russian
game draws Cyrillic + <=20% Latin and never a CJK script; an English game the
full corpus -- via robot.PickNamed.
Loosen account.ValidateDisplayName (and the UI mirror) to admit a trailing run
of up to five digits, so "Player2007"-style handles are valid for humans too
and the disguised robot stays indistinguishable.
Migration 00007 adds game_players.display_name (additive, NOT NULL DEFAULT '');
jet regenerated. Docs (ARCHITECTURE 7, FUNCTIONAL + _ru, PLAN, README) updated.
The banner UX evolved across the PR2 polish iterations past what UI_DESIGN
described. Bring the section in line with the shipped behaviour:
- a lone message pulses (fades out and back in) instead of sitting frozen;
- a long message's scroll rewind fades (out → rewind hidden → fade the same
message back in) instead of every-message-only fades;
- the scroll position carries across a navigation (resumeScroll), rather than
restarting at the left;
- the strip reserves a constant line height (invisible spacer + absolute
message layer) so it does not jump while the message is gone during the gap.
ARCHITECTURE §10 already deferred these client-fade details to UI_DESIGN, so
this is the only doc that drifted. Docs-only, no code change.
Two polish fixes (owner feedback):
- Scroll loop: a long message that scrolled to its right edge rewound with a hard
jump (no fade). It now runs the same fade as a message change at each rewind:
fade out at the edge, reset the scroll while hidden, fade the same message back
in, then scroll again.
- Strip height: during the fade gap the message layer is removed, which let the
strip collapse by ~1-2px. An always-present invisible spacer now reserves one
line of height and the message is overlaid absolutely, so the strip height is
constant whether or not the message is showing.
Verified live: opacity sampling shows a full fade-out → gap → fade-in at each
scroll rewind (~every 6s), and the .ad height stays a single constant value
(30.31px) across the whole cycle including the gap. Loop-fade unit-tested.
A single campaign message (e.g. the default campaign's one message) faded in once
on load and then sat frozen — the rotator only ran the fade/advance cycle when
more than one message existed, so with one message there were no further fades.
Drop the `total > 1` guards: every message now runs the full hold → fade-out →
gap → fade-in cycle, so a lone message pulses (the same message fades back in)
and a lone long message fades at each scroll-loop boundary. Multi-message
rotation is unchanged. Verified by opacity sampling (single message pulses
1→0→gap→0→1 without navigation); the single-message test now asserts the pulse.
Per the owner's idea: instead of moving the banner out of the per-screen header
(which would change its position), remember the banner's "life stage" and resume
it on the next screen. The engine already keeps the message + rotation timing;
this adds the scroll offset:
- bannerEngine tracks the in-flight scroll (target, duration, start). On attach,
if a scroll is still running, it computes the current offset and calls the new
host's resumeScroll(fromTx, toPx, remaining) — the view jumps to the carried
offset and continues to the end over the remaining time, instead of restarting
at the left.
- A finished scroll is left at its end; the rotator's own loop then takes over.
Verified: spot-checked in the browser (a long message at offset -785 resumes at
-788 on the next screen, not 0) and unit-tested (attach mid-scroll calls
resumeScroll with a partial offset and the remaining duration).
Two regressions from the previous banner pass:
- Fade (#2): the manual-opacity fade could paint opacity 0 and 1 in one frame and
skip the transition — most visible for a single (default) campaign message,
whose only fade is the first show. Revert the fade to Svelte transition:fade
(which forces the from-state, so even the first/only message fades), keeping it
on its own {#if} layer independent of the scroll. A freshly-mounted view onto a
running cycle still renders the live message instantly (inFade duration 0 once),
so navigation does not replay the fade. Verified by opacity sampling: advances
fade, navigation stays at opacity 1.
- Profile update (#3): the banner block was attached only to GET /profile, so a
profile.update (e.g. a language switch) returned a profile without it and the
banner vanished until reload. A shared profileResponse() now attaches the banner
to GET, PUT and the link/merge profile responses. Regression test added
(TestBannerSurvivesProfileUpdate).
Still open: the scroll position is not preserved across navigation (the view
remounts); discussed separately.
The previous engine kept the scheduler running but the view re-`show()`-ed the
current message on every (re)mount, replaying the fade on each navigation — which
looked like the cycle restarting (especially for a single message). Now:
- A mounted AdBanner reads the engine's live message (bannerCurrent) and renders
it immediately, with no fade; attach no longer re-shows. Only a real advance
fades. Verified: opacity stays 1.0 across a navigation, message preserved.
- The fade is manual opacity on a .fadewrap layer (not transition:fade), kept
independent of the scroll (inner track transform), so a long message still
fades at both ends and a {#key} remount cannot force an intro fade.
- A viewport size change (portrait↔landscape) re-measures the current message
(remeasureBanner on resize/orientationchange, debounced) so the scroll
re-evaluates for the new width — the owner accepts the restart on resize.
Rotator gains restart(); engine gains bannerCurrent()/remeasureBanner().
Engine continuity + remeasure unit-tested.
Banner UX refinements (owner feedback):
- Position: render the banner inside Header (under the title) instead of in
Screen, so it sits in the same place on every screen. In the game the grown
nav's spare height now falls below the banner (banner under title, board
pinned to the bottom) — it no longer jumps to the game area.
- Continuity: move the rotation into a persistent module engine
(lib/bannerEngine) — the scheduler + timer live outside the components, so a
navigation (which remounts the view) continues the cycle instead of restarting
it. Each AdBanner only attaches as the DOM host and resyncs to the live message.
- Fades: a long, scrolling message now fades at both ends. The fade is a
{#if} transition:fade layer, independent of the scroll (the inner track's
transform), so the two no longer interfere.
Verified live (mock + Playwright): same position in lobby and game; the cycle
continues across lobby↔game; opacity sampling shows fade-out + fade-in for the
long message. Engine continuity unit-tested.
Admin campaign editor polish:
- move the link-formatting help aside to the top of the Messages section,
beside the intro note (~40% width), so it no longer drops below and stretches
the form fields.
- make the English/Russian message fields 3-row, vertically resizable textareas
(was single-line inputs) so long text wraps instead of scrolling off to the
right. The strip is white-space:nowrap, so a stray newline collapses to a space
on display.
On the campaign detail page, beside the "Add message" form, a static aside
explains the message markdown: plain text is escaped, `[text](url)` becomes a
link, and only http(s)/root-relative targets are linkified (others show as
plain text). New .form-help (flex row) + .help (muted aside) console styles;
wraps below the form on a narrow viewport.
Consume the server-driven banner block (PR1) in the UI and retire the gate.
- banner.ts: createScheduler — a smooth weighted round-robin over campaigns (each
appears its weight share per cycle, evenly interleaved) with round-robin over a
campaign's messages; the rotator drives fade-in -> hold/scroll -> fade-out -> gap
-> fade-in, a lone message stays put, reduce-motion swaps instantly without scroll.
- model.ts/codec.ts: Profile.banner (Banner/BannerCampaign/BannerTimings) decoded
from the fbs block.
- Screen.svelte: drop the compile-time SHOW_AD_BANNER; render AdBanner from
app.profile.banner (campaigns + timings + reduceMotion).
- AdBanner.svelte: opacity-driven fades + scroll host; the rotator is recreated when
the campaigns/timings change (a `banner` notify re-fetch swaps them in place).
- app.svelte.ts: on the `notify` `banner` sub-kind, refreshProfile() so the banner
shows/hides in place.
- tests: scheduler distribution + round-robin, the fade sequence, single-message,
reduce-motion, stop(); codec banner decode. UI_DESIGN.md + trackers updated.
DeleteMessage/EditMessage acted on the message id without checking it belonged
to the campaign id in the URL. A mismatched pair could edit an unrelated
campaign's message or — worse — delete the default campaign's last message via
another campaign's URL, bypassing the "default keeps >=1 message" guard. Both
now load the campaign and return ErrNotFound unless it owns the message
(MoveMessage already did). Operator-only, but a real business-logic bypass.
Regression test: TestBannerMessageOwnership.
Turn the gated-off mock banner into a real advertising subsystem (backend +
admin half; the UI rotation lands in PR2).
- internal/ads: campaigns (percent weight + validity window; a perpetual,
undeletable default that fills the remainder up to 100%), 1..N bilingual
messages (en+ru), global display timings; ActiveSet computes the
window-filtered, default-remainder, GCD-reduced, language-resolved rotation
feed. Smooth-weighted-round-robin math is unit-tested.
- migration 00006 (+ jetgen): ad_campaigns / ad_messages / ad_settings, seeded
default campaign + house message + default timings.
- eligibility = !paid_account && hint_balance==0 && !no_banner role (new role;
guests qualify). The resolved feed rides the profile.get response (no new RPC,
works for guests, nothing distinct to filter); language by service_language.
- live update: a notify `banner` sub-kind (re-poll signal) published when an
operator grants hints or grants/revokes no_banner, so the client shows/hides
in place.
- admin console /_gm/banners (+ /_gm/banner-settings): campaign + message CRUD
with reorder, default protection, clamped timings.
- wire: fbs BannerInfo/BannerCampaign on Profile; gateway transcode forwards it.
- docs: ARCHITECTURE §10, FUNCTIONAL (+ _ru), backend README, PRERELEASE tracker
(incl. the deferred app.load aggregator note).
The robot followed its per-game playToWin/lose intent on every move, which made
the outcome too predictable. It now flips that intent for a single move on ~20%
of opening/midgame turns (a winning robot eases off, a losing one surges ahead),
so the chosen strategy may not pan out — which favours the human. The chance
tapers linearly to 0 over the last 14 tiles in the bag and is 0 once the bag is
empty, so the endgame follows the chosen strategy strictly.
The decision is deterministic from the seed (mix(seed,"deviate",moveCount)) and
applies to both robot paths via the shared selectMove; the per-game play-to-win
intent the admin card shows is unchanged. Adds deviateProb/deviates helpers and
unit tests (taper bounds + monotonicity, never-in-endgame, determinism, ~20%
distribution); bakes the behaviour into ARCHITECTURE §7, FUNCTIONAL (+_ru),
backend/README, PRERELEASE and PLAN Stage 5.
Follow-ups on the honest-AI game, same PR:
- GCG export labels the robot seat "AI" instead of its pool name (ExportGCG
overrides via accounts.IsRobot); the in-app 🤖 is unchanged.
- vs_ai games emit no your_turn (the robot replies instantly, so it would be
redundant); opponent_moved still advances the UI.
- Admin console shows the AI flag: a 🤖 column in /games and an "AI game" line
on the game card (GameRow/GameDetailView gain VsAI).
- games_started_total / games_abandoned_total gain a vs_ai attribute; the
Grafana Game-domain dashboard splits started/abandoned into human and AI
panels.
Tests: metrics unit (vs_ai split); integration (no your_turn, GCG "AI").
New Game's quick game gains an explicit opponent selector — 🤖 AI (default)
or 👤 Random player. AI starts a game seated with a pooled robot that joins
and moves at once: no per-move timeout (a 7-day inactivity loss reusing the
turn-timeout sweeper), chat/nudge disabled, no statistics, the opponent shown
as 🤖 everywhere. The random path (disguised robot) is unchanged.
Driven by one game flag (games.vs_ai), set only on AI-started games so the
disguised path is never revealed; Matchmaker.StartVsAI seats the robot
directly (no open pool); the robot replies event-driven via the game service's
after-commit/after-create hook. Wire: vs_ai on EnqueueRequest + GameView.
Extend the openLink routing from the dictionary lookup to every external
link shown inside the Mini App, so none triggers the WebView's 'open this
link?' confirmation. A shared onExternalLinkClick handler resolves the anchor
via closest() (so it also works delegated on {@html} content), backed by a
pure routeExternalLinkInTelegram decision: only inside Telegram, only an
external http(s) target=_blank link, excluding same-origin/in-app and t.me
links (t.me keeps openTelegramLink). Applied to the word-check lookup, the
About rules link, the Feedback operator-reply links, and the feature-gated
announcement banner.
Outside Telegram every anchor keeps its native target=_blank.
When a checked word is found, show a 'look it up' text link beside the
complaint button that opens an external reference dictionary in a new tab:
gramota.ru for the Russian variants, scrabblewordfinder.org for English
(word lower-cased and percent-encoded). The link hides for a word that is
not found. Inside Telegram it routes through the Mini App SDK's openLink, so
Telegram opens it directly instead of the WebView's 'open this link?'
confirmation; in a browser the anchor's own target=_blank handles it.
Relabel the complaint button to 'Возражаю' (ru); English stays 'Disagree'.
- UI_DESIGN: mobile immersive fullscreen on launch (desktop keeps full-size); the
close confirmation is now mobile-only; friend-code share-via-Telegram deep-link
(per-bot, by service language), the friendly self-redeem note, and the
outdated-link lobby notice.
- ARCHITECTURE: the service language rides the Session wire so the client builds
the per-bot invite link; the friend code is shared as a startapp deep-link with
graceful spent/expired handling.
Replace the shared-link &mode=fullscreen (which would also force fullscreen on
desktop) with an imperative requestFullscreen() on launch, gated to mobile
clients (ios/android/android_x) — mirroring how Telegram's own Mini Apps go
immersive on phones while desktop keeps the bot's full-size window. It triggers
the existing fullscreenChanged -> safe-area resync; a no-op on clients predating
Bot API 8.0.
- Shared invite links open the Mini App fullscreen (mode=fullscreen), so a
shared link matches the bot's own fullscreen launch.
- A used or expired invite deep-link now lands the visitor in the lobby with a
gentle notice pointing at the right bot (@<username>, by service language),
instead of a red "code invalid/expired" error on the Friends screen.
- The in-game close confirmation is armed only on Telegram mobile clients; on
desktop (tdesktop/macOS/web) it is skipped, where the "changes may not be
saved" dialog is just noise (drafts auto-save).
- The share caption is now in the bot's language: 'Давай играть в Эрудит!' (ru bot),
"Let's play Scrabble!" (en bot) — picked by the session service language, not the
interface language.
- Redeeming your own invite (deep link or manual) no longer shows the scary
'can't do that to yourself' error; it shows a friendly neutral note instead.
The friend-code 'share' was an <a> that just opened the bot. Make it a real share:
Telegram's native share-to-chat picker inside the Mini App (openTelegramLink +
t.me/share/url), the system share sheet (navigator.share) on the web, else copy the
link. The shared deep link points at the same bot the player is in — it picks
VITE_TELEGRAM_LINK_EN/_RU by the session's service language, falling back to the
single VITE_TELEGRAM_LINK. Adds the per-bot build args across Dockerfile / compose /
ci.yaml / .env / docs; PLAN TODO-5 updated.
Thread the Telegram bot's service language (en/ru) from the session mint response
through the gateway into the FlatBuffers Session, so the UI knows which bot the
player signed in through. handleTelegramAuth refreshes the account's service
language onto the response before minting (it was set after the fetched copy).
Empty for a non-Telegram login.
The edge swipe-back armed on the first finger and fired on release even when a
second finger had joined (a pinch-zoom — the board is not .zoomed yet at the first
touch, so the hit-test could not skip it). Track the live pointer count in the
capture phase and cancel the swipe the moment a second pointer joins; the back
navigation fires only for a lone finger. Synthetic-PointerEvent e2e covers both.
On login the UI no longer overrides the interface language from the account's
preferred_language. The live interface follows the device — the explicit local
choice (saved, locked) or the system-language guess — so opening the mini-app via
the ru-bot on an English system keeps the interface English (it was forced to
Russian by the account seed). preferred_language is still written from Settings and
used for out-of-app push routing; it just no longer dictates the UI on launch.
Linkify the operator reply on the feedback screen: http/https/ftp/mailto/tel URLs
become anchors (target=_blank rel=noopener), everything else stays escaped text.
A small whitelisted regex (no dependency) — the reply is operator-authored, so
explicit schemes suffice; dangerous schemes (javascript:/data:) are never linked,
and \b avoids matching a scheme inside a word (hotel:, email:).
Store the sender's interface language (lang) and, for a message that arrived
through an external connector (Telegram), the bot language (channel_lang) on the
feedback row at submit time, so the operator console shows the state as it was
rather than the account's current settings (same snapshot discipline as a
suspension reason). Added additively in migration 00005. The console detail reads
these columns instead of loading the account live.
In the console feedback detail, show the sender's interface language (account
preferred_language) always, and — for a message that arrived through an external
connector (currently Telegram) — the bot they last used (en/ru, from the
account's service_language).
A reply was bound to 'the latest message that has a reply', so after the player
read a reply and sent a new (unanswered) message, the old reply kept showing as
'Ответ на ваше последнее сообщение'. Bind it to the single most-recent message
instead: sending any new message immediately drops the previous reply (the new
message has no reply yet), well before the one-week window. Client clears the
reply optimistically on submit; the mock mirrors it; inttest covers the case.
- style the About feedback button and the form's Send/attach/remove buttons with
the accent/border tokens used by the New Game CTA, so they follow light/dark
theme (the previous .btn/.ghost classes were not defined globally); the attach
button is a neutral 📎 icon button with an aria-label
- show a round badge on the About 'Feedback' button when a reply is waiting
- admin: one 'ban from feedback' checkbox shared by Delete and Delete-all (via
button formaction); hide Mark read when already read and Archive when archived
- e2e: match the About button by substring (its name gains the badge)
Add an "Add hints" form on the admin user card that additively tops up a
player's hint wallet (1-100 per grant). The grant is raise-only by
construction (an additive UPDATE never lowers the balance) and stays correct
under a concurrent in-game spend; a per-grant cap bounds a fat-finger, since
the console can never reduce a wallet.
The in-game hint policy is unchanged and already correct: a game offers the
per-seat allowance plus the wallet, spending the allowance first and the
wallet only after (covered by TestHintPolicy).
The in-app "your turn" toast (shown when it becomes your turn in another
game) now reads "<Opponent>: Your turn!", naming the player who moved just
before this one — the previous seat in turn order, so it reads the same in
games with any number of players. Falls back to the bare "Your turn" label
when no name is present (an older peer, or a gap event without one).
YourTurnEvent already carries opponent_name end to end: the backend sets it
(game.displayName of the last mover) and the gateway forwards the payload
opaquely, so this is a client-only change — decode the field, thread it
through PushEvent, and pick the localized string.
The suspension gate runs CurrentSuspension on every authenticated request. Add a write-through in-memory cache on account.Store keyed by account id, invalidated on Suspend/LiftSuspension, with the cached entry re-evaluated against the wall clock so a temporary block lapses without an explicit invalidation. Single-instance, matching the deployment (one shared Store). Keeps the gate off the database on the hot path while a block still takes effect on the next request.
Operator-driven hard block, the counterpart to the soft high-rate flag: permanent or until a date, with an optional reason chosen from an editable en+ru picklist (snapshotted onto the block). A block forfeits the player's active games (opponent wins, as a resignation) and cancels their open matchmaking games. A backend gate refuses a blocked account on every /api/v1/user/* route except the block-status probe with 403 account_blocked, which threads through the gateway as the Execute result_code; the UI surfaces it as a terminal blocked screen and stops all push/poll. Temporary blocks self-expire; the operator can unblock at any time (lost games stay lost). Sessions are not revoked, so the blocked client can still reach the exempt block-status endpoint.
Backend: migration 00003 (account_suspensions + suspension_reasons) + jet regen; account suspension store; game.ForfeitAllForAccount; requireNotSuspended gate + block-status endpoint; admin console block/unblock + Reasons CRUD. Wire: fbs BlockStatus + account.block_status gateway op. UI: blocked screen, app state, transport/codec, i18n. Docs: ARCHITECTURE, FUNCTIONAL(+ru), PRERELEASE (AB).
A finished game is read-only: gate the nudge behind canNudge (active game,
opponent's turn) so it no longer shows on a finished (or otherwise
non-active) game — where the backend rejects it anyway. The message field
is already hidden off your own turn. Extend the finished-game e2e to assert
neither Send nor Nudge is offered.
Enforce one chat message per turn on both ends. The backend rejects a
second message in the same turn (ErrChatAlreadySentThisTurn -> 409
chat_already_sent), keyed on the move-driven turn start (turn_started_at).
The UI derives "already wrote this turn" from the message list against
GameView.lastActivityUnix (no counter, survives reopening, resets on turn
change), hides the field behind a short caption once the limit is reached,
and now reloads the game state on turn/game-state events so the toggle and
the limit follow the live game. Enter is gated on !busy to avoid a
double-send in the in-flight window.
Backend: new game.TurnStartedAt; social GameReader gains it; PostMessage
enforces the limit reusing lastMessageAt. UI: new lib/chatlimit.ts pure
logic + unit tests; Chat/ChatScreen wiring; chat.sentThisTurn and
error.chat_already_sent i18n (en/ru); extended chat e2e. Docs: FUNCTIONAL
(+ru), ARCHITECTURE, UI_DESIGN.
Left panel order is now score / history / status / rack / controls (the history
fills the middle and scrolls). Board zoom is re-enabled in landscape with the
same gestures as portrait, but height-driven: the viewport is the full right
pane, the board fits by height as a centred square when zoomed out, and on
zoom-in it magnifies past the pane and pans within it (focus-centred scroll that
rides the magnify transition), occupying the full width up to the left panel.
Board.svelte gains a landscape prop; portrait stays width-driven and unchanged.
landscape.spec.ts now asserts zoom works (the zoomed board overflows the pane).
When the viewport is wider than tall (matchMedia orientation: landscape) the
game screen switches from the portrait stack to a two-column layout: the board
fills the right column as the largest square that fits the height (no zoom,
shrinking by width when cramped — lowest priority), while the left panel stacks
the rack (+ make), the status line, the score plaques, the always-open docked
history and the controls. Board zoom, the history slide-drawer gestures and the
growing nav bar are gated off in landscape; the portrait layout is unchanged and
both render from the same snippets so behaviour stays single-sourced.
The mock e2e now defaults to a portrait viewport (the mobile-first app the
gesture/zoom/history specs are written for); landscape.spec.ts covers the wide
layout in its own viewport.
Opening a game from the lobby for the first time this session showed a brief
loading flash, and every open showed a two-step rack->board jump: the saved
draft (pending composition) was fetched separately and applied only after the
board had already painted the full rack.
Both stem from the full state and the draft not being available synchronously at
first paint. Cache the draft alongside view+history (CachedGame.draft), make
applyDraft take the already-fetched JSON so it runs synchronously, and fetch the
draft in the same Promise.all as state+history. setCachedGame preserves the
cached draft when the delta path omits it and clears it on a committed move
(mirroring the server). A new preload module warms the per-game cache (state,
history, draft) for the lobby's ongoing games with bounded concurrency, so
opening any of them is instant.
Tests: gamecache (preserve/clear/setCachedDraft) and preload (warm/skip) units;
existing draft-restore e2e still green.
A committed move that becomes illegal under a tightened rule (the single-word
connectivity fix) makes engine replay fail, which left such games unopenable —
an empty screen and an 'illegal play' error. Now the first open closes the game
gracefully as a draw (engine.EndAborted -> end_reason 'aborted', no winner),
preserves the journal, and surfaces an impersonal organizer note at the end of
the move history and in the GCG export.
- engine: EndAborted + Abort() (draw, no rack adjustment; winner -1).
- service: replay aborts on ErrIllegalPlay; liveGame persists the void once
(lazy, on open); GameState re-reads for the settled view.
- store: VoidGame finishes the game and stamps a draw without a journal row.
- migration 00002: allow end_reason 'aborted'.
- ui: organizer note under the history grid; i18n en/ru.
- docs: ARCHITECTURE 6/9.1, FUNCTIONAL(+ru), PRERELEASE MW3.
Bumps the engine to scrabble-solver v1.1.1, where a single-word-per-turn play
must form its word along its own line through an existing tile: a multi-tile play
that touches the board only perpendicular to itself (the contour РЮМ/КЕД/ОР cases)
no longer connects. For a single tile that abuts the board on both axes the engine
now plays the higher-scoring legal orientation instead of the geometrically longer
one (playDirection), so a real word is never rejected in favour of a non-word.
Reworks the single-word solver/engine tests for the corrected rule (no longer a
superset of standard play) and updates ARCHITECTURE/FUNCTIONAL/PRERELEASE.
The e2e booted the unminified Vite dev server, so production-minification bugs
were invisible to it — exactly how a minifier dropping a bare `void recenter`
reactive read slipped through. Build the app in mock mode and serve the minified
artifact via `vite preview` instead, so the smoke exercises the same bundle the
contour ships. Build to dist-e2e/ (gitignored) so it never clobbers the dist/ the
bundle-size gate measures, and with `--base /` so the SPA-fallback also boots a
subpath like /telegram/ (the production relative base needs the gateway's path
mapping, absent under a plain preview). All 118 specs pass against the build on
both engines, including the hint-recenter spec — confirming the hardened
dependency survives minification.
The recenter effect declared its dependency with a bare `void recenter`, which a
production minifier could drop as a side-effect-free statement (the e2e runs only
the unminified dev server, so it would not catch that). Read the nonce into a
used variable and gate the pan on it actually changing (`recentered`), so the
reactive dependency is robust to minification and the board pans only on an
explicit hint recenter — never on an incidental re-run such as a viewport resize.
The in-game live-event $effect read `view`/`moves`/`placement` (via cacheSnapshot
and direct reads) AND wrote `view` in its branches, so those reads became the
effect's own dependencies: writing `view = …` re-ran the effect, and with
app.lastEvent unchanged it re-entered the same branch and wrote `view` again — a
tight self-invalidating loop that pinned the main thread, freezing the board and
rack. opponent_moved escaped it only because applyMoveDelta is idempotent on the
move count (no cache → no write on the second pass); opponent_joined and game_over
have no such guard, so an opponent joining hung the whole screen. Tracking
`placement` similarly re-fired the handler on every tile the player placed after
an opponent's move (a spurious reload).
Fix: the effect must depend only on app.lastEvent and process each event once.
Wrap the branch body in `untrack`, scoping its view/moves/placement reads out of
the effect's dependency set; the writes inside no longer re-trigger it.
e2e: after the opponent joins, placing a rack tile must render a pending tile —
verified RED (frozen, 0 pending tiles, both engines) before the fix, GREEN after.
The board only scrolled to the hint's word when the hint also toggled zoom (the
zoom-out case): the recenter effect tracked `zoomed` and read `focus` untracked,
so a hint taken while ALREADY zoomed in — no zoom change — never recentred and
the board stayed parked where the player was looking.
Add a `recenter` nonce the hint bumps; the board's scroll effect tracks it and,
when it fires without a zoom toggle, pans straight to `focus` (the board width is
stable, so the width-driven zoom tween has nothing to ride). Placing a 2nd+ tile
or hovering a dragged tile still set `focus` without the nonce, so the board
never jumps on those — the original no-jump intent is preserved.
e2e: zoom into the corner, then hint (the mock plays at the centre) — the board
pans toward the centre. Verified RED without the fix (both engines), GREEN with.
Builds on the cross-screen cache work: the global stream handler now keeps both
caches current no matter which screen is mounted, and invitations become a live
delta channel so the lobby's invitations list is fresh from any screen too.
Client (boundary already started):
- advanceCached now also folds opponent_joined into a not-currently-viewed game's
cache via a new pure reducer applyOpponentJoined (extracted and reused by the
mounted game board), so opening an open game that filled while you were elsewhere
is flash-free.
- patchLobbyInvitation upserts a still-pending invitation and removes a terminal
one (started/declined/cancelled/expired); the global notify handler calls it on
the invitation / invitation_update sub-kinds.
Invitations delta channel (no wire/gateway/connector change — the notification
already carries the full invitation with id/status/game_id end to end):
- notify: a new in-app-only NotifyInvitationUpdate sub + NotificationInvitationUpdate
constructor (shares encoding with NotificationInvitation). The Telegram connector
renders no message for it, so a decline/cancel never becomes an out-of-app push.
- lobby: emit the changed invitation to every participant on respond (accept/decline),
on the final accept's game start, and on cancel — so each participant's lobby patches
its list in place. The authoritative list holds only pending invitations, so the
client's pending-vs-terminal rule matches it exactly.
Tests: applyOpponentJoined + patchLobbyInvitation unit tests (TDD), the
NotificationInvitationUpdate encoding unit test, and integration assertions that
decline/cancel/accept publish invitation_update to every participant. Full local
suite green (backend unit+integration, UI check/unit/build/bundle/e2e). Docs:
ARCHITECTURE §10 (notify catalog + in-app-only note) and UI_DESIGN updated.
The per-screen in-memory caches (lobbycache, gamecache) were refreshed only by
the screen that owns them while it was mounted, so a state change that crossed
screens left the other screen's cache stale and it visibly redrew on the next
navigation:
- game -> lobby: the player's own move advanced the game cache but not the lobby
snapshot, and an own move carries no self-directed push event, so returning to
the lobby painted the pre-move status until the background refresh corrected it.
- lobby -> game (and from any other screen): an opponent's move / game-over
refreshed the lobby (while mounted) but never the per-game cache, so opening
that game flashed the pre-move board.
Make cache freshness cross-screen, owned by the single global stream handler
that runs for every live event regardless of the mounted screen:
- patchLobbyGame upserts the affected game's GameView into the lobby snapshot;
the global handler calls it on opponent_moved / game_over / opponent_joined and
on a match_found / game_started seed (so a game started elsewhere is present
too). The game board still mirrors the player's own move and its own load() —
the two updates no live event carries.
- advanceCached (a pure wrapper over the existing delta reducers) advances a
not-currently-viewed game's cache from opponent_moved / game_over; the game in
view is skipped so its mounted board stays the sole owner (no double apply).
End-state behaviour is unchanged (the background refresh always reconciled);
this removes the transient stale frame. Unit-tested patchLobbyGame and
advanceCached; docs/UI_DESIGN.md updated.
Closes the residual tail of the previous commit: when the live stream stays
alive across a brief suspend (Telegram/iOS can pause the socket without tearing
it down), an in-game event shed from a full hub buffer is never recovered by
the reconnect refetch (no reconnect) or the open-game poll (it only runs while
the stream is down). Mirror the lobby's focus re-poll: bump app.resync on a
foreground regain that did not drop the stream, and have Game.svelte refetch
the open game once per resync. Also rescues a missed move/game_over after a
suspend. Add a silent-join mock seam + an e2e isolating this path; extend the
ARCHITECTURE §10 fallback note.
PR #51 moved the auto-match "wait for an opponent" from the lobby matchmaking
screen into the open game but did not carry over that screen's poll fallback.
The notify hub is best-effort and never replays, the live-stream resubscribe
sends no cursor, and the game screen refreshed only from push events — so an
opponent_joined dropped while the stream was down (e.g. a mobile suspend) left
the starter stuck on "searching for opponent" until they re-entered the game.
Unlike opponent_moved/game_over, opponent_joined has no follow-up event to
trigger the existing move-count gap refetch.
Recover it in Game.svelte: (A) refetch once on stream reconnect (covers the
common suspend/resume case and rescues a missed move/game_over too), and
(B) poll game.state every 2.5s while still waiting with the stream down
(mirrors the old matchmaking startPoll). Add a mock-mode __stream e2e seam and
two specs isolating each path, fix the now-stale streamAlive comment, and
document the fallback in ARCHITECTURE §10.
Replace the dictionary hot-reload with an online update flow in the GM console
(/_gm/dictionary): the operator uploads scrabble-dawg-vX.Y.Z.tar.gz, previews the
per-variant words added/removed against the active dictionary, and confirms to
install + activate it. Versions are immutable; in-progress games keep their pinned
version while new games use the new one.
- engine: DiffWords (enumerate both DAWGs, decode only the differences), OpenFinder,
Registry.Finder, DictFiles; OpenWithVersions skips the .staging area.
- dictadmin: hardened release-archive validation + extraction (path-traversal,
symlink, oversize, entry-count rejection) and staging -> install (atomic rename).
- game: active dictionary version persisted in the dictionary_state singleton
(single source of truth, restored on boot), concurrency-safe accessor.
- storage: BACKEND_DICT_DIR is a named volume seeded from the image (nonroot-owned),
so uploaded versions persist across redeploys; the build's DICT_VERSION labels the
seed and equals the resident tag (BACKEND_DICT_VERSION).
- docs: ARCHITECTURE §5, FUNCTIONAL (+ru), backend README, TESTING, PRERELEASE.
Tests: engine + dictadmin unit; integration upload->preview->install->activate->
restart->pin->immutability->CSRF.
Lobby: remove the inert 🏆 Tournaments tab (it only raised a 'coming soon' toast); the lobby is back to three tabs, matching docs/FUNCTIONAL.md.
Game: fold the separate 🥺 Skip (pass) tab into the 🔄 tab, now Exchange/Pass. Its dialog passes when no tile is selected (button 'Pass without exchanging') and exchanges when tiles are ('Exchange N'). The tab is no longer gated on an empty bag (pass must stay reachable in the endgame); inside the dialog tile selection is disabled while the bag is below a full rack (bagLen >= RACK_SIZE).
The merge is UI-only. A pass is NOT an exchange of zero tiles: the rules allow an exchange only with a full rack left in the bag and forbid a zero-tile swap, while a pass is always legal; GCG (Poslfit) writes a pass as a bare '-' and an exchange as '-TILES'. Pass and exchange stay distinct end-to-end (wire, engine, history/GCG); the dialog dispatches the existing gateway.pass / gateway.exchange. No backend/wire/history/GCG change.
Docs: docs/UI_DESIGN.md, docs/FUNCTIONAL.md (+_ru), PRERELEASE.md. Tests: ui/e2e/game.spec.ts.
The games-list status filter offered only active/finished; add 'open' (auto-match games awaiting an opponent) to the subnav and accept it in normalizeGameStatus. Render test covers the new filter link.
The real cause of 'Start game does not enter the game': encodeMatch gated the MatchResult game on matched (matched := m.Matched && m.Game != nil), so an open game awaiting an opponent (matched=false, game set) lost its game on the wire and the client had nothing to navigate into. Encode the game whenever m.Game is present; the backend's matched flag is authoritative. Regression test added (matched=false + game reaches the wire). The earlier codec fix guarded the same drop on the decode side.
Review fixes for open-game auto-match: decodeMatchResult dropped the game when matched=false (an open game awaiting an opponent), so the client never navigated into it - decode the game whenever present. The lobby grouped open games (status != 'active') into 'finished'; treat 'open' as in progress in groupGames/isMyTurn and resultBadge. The under-board status bar now reads "Opponent's turn" while the empty opponent seat is to move (instead of the searching placeholder). The New Game rule toggle is shown from the start when a Russian variant is available, so selecting a variant no longer shifts the layout.
Regression tests: codec (game decoded with matched=false), lobbysort + result (open is in progress), and the new-game e2e updated. UI-only; no backend or schema change.
Quick auto-match no longer waits on a separate screen: Enqueue opens a real game seating the caller with an empty opponent seat (new game status 'open') and the player enters it at once. A second human searching the same variant+rule joins that open game; otherwise a background reaper seats a robot after a 90s + random 0-90s wait, pushing a new in-app opponent_joined event that fills the opponent card and re-enables resign and chat in place.
Matchmaking state is now the open games in the database (the in-memory pool, lobby.poll and lobby.cancel are gone), serialised by a per-bucket advisory lock. While a game is open the starter may move on their turn, but resign, chat and nudge are refused; the lobby and opponent card show "searching for opponent".
Schema edited in the baseline (no prod data): 'open' status, nullable game_players.account_id for the empty seat, and a games.open_deadline_at stamp; jet code regenerated.
At #8c4a3c the highlight blended into the lighter board in the light theme. Give the light theme a lighter burgundy #9c5849 while the dark theme keeps #8c4a3c — the two are tuned per theme because perceived contrast depends on the surrounding board tone.
The gold/brown recent colour shared the tile's warm hue, so it could not separate from both the near-black glyph (when dark) and the tan tile (when light) at once. Switch --tile-recent to a burgundy #8c4a3c whose red hue stays distinct from both, in light and dark, and unify the value across all three theme blocks.
Dark theme: the 2x/3x bonus-square pairs were too close to tell apart. Soften the 2x squares (sky blue #4a779b, rose #a8636b) and deepen the 3x squares (#2c527a, #9c3f34) so each pair reads as two distinct steps. Light theme is unchanged.
Last-word highlight (both themes): stop tinting the tile background — the tile keeps its normal fill, and instead the placed letters (not the point values) are drawn in the recent-move colour. The opponent-just-moved flash now pulses the letter between its normal colour and the recent colour, with no background animation and no white peak.
Reconcile the explicit [data-theme=dark] --tile-recent with the OS-dark value so the highlight reads the same however dark is selected, and darken --tile-recent a step in every theme. Update docs/UI_DESIGN.md.
The paginated users and messages lists interpolate the pre-encoded filter
query (url.Values.Encode) after the "?" in their pager and CSV-export links.
There html/template treats it as a single query value and percent-encodes the
structural "=" and "&" again, so "kind=robots" rendered as "kind%3drobots" and
the multi-pair message filter collapsed -- every page step dropped the active
filter.
Type FilterQuery as template.URL so the already-escaped fragment is emitted
verbatim (the attribute-level "&" -> "&" stays correct, the browser decodes
it back). It is safe because url.Values.Encode output is strictly
percent-encoded. games/complaints use status={{.Status}} -- a single value in
proper query-value context -- and were never affected.
The move preview (EvaluatePlay) validated under standard rules — it called
ValidatePlay without the game's play options — so under the single-word
rule it rejected a play whose only flaw was incidental invalid perpendicular
cross-words, even though SubmitPlay accepts it. The UI gates the submit
button on the preview, so such a play (e.g. КРАН bridging an existing Р on
the test contour) could not be made.
Pass g.playOpts() via ValidatePlayOpts, mirroring Play, so the preview's
legality and score match submission. Robots are unaffected — they search
via GenerateMovesOpts and submit via Play, both already opts-aware — and a
regression test asserts that too.
Surface the per-game "single word" rule to the client and refine the
random-opponent New Game screen.
- Wire: thread multiple_words_per_turn into the GameView and Invitation
FlatBuffers tables (Go + TS regenerated), through pkg/wire builders and both
the backend push-event and gateway REST paths.
- In-game indicators (single-word games only): a small 1 in the status bar's
score-preview slot (yields to the live preview) and a centred "One word per
turn" label in the history-drawer header. Standard games show neither.
- Invitation card gains a "One word per turn" line for single-word invitations.
- Auto-match redesign: variant plaques are mutually-exclusive selects (highlight
on tap, no longer enqueue); a lone offered variant is pre-selected; a bottom
"Start game" button (disabled until a variant is chosen) confirms. The rule
toggle appears once a Russian variant is selected.
- Tests: e2e for the new auto flow and the in-game indicator (mock g3 is a
single-word game); mock/data + fixtures carry the new field. Docs: UI_DESIGN.
Add a per-game rule chosen on New Game for Russian variants (default off = the
single-word rule; on = standard Scrabble). Off, only the main word along the play
direction is validated and scored; perpendicular cross-words are ignored,
including in robot move generation. The rule rides every create and enqueue
request and joins the matchmaking key, so games and auto-match stay one uniform
path; "Russian-only" is a UI affordance (English always sends standard and shows
no toggle).
- Engine: consume scrabble-solver v1.1.0's PlayOptions{IgnoreCrossWords}, threaded
through engine.Options.MultipleWordsPerTurn -> playOpts() into validate, score
and generate.
- Backend: thread the flag through game CreateParams/Game + store (games column),
lobby InvitationSettings + invitation row, and the matchmaker queue key (variant
+ rule); persisted, so a rebuilt-from-journal game keeps it. Baseline migration
gains multiple_words_per_turn (DB not versioned); jet regenerated.
- Edge: multiple_words_per_turn added to the EnqueueRequest / CreateInvitationRequest
FlatBuffers tables (Go + TS regenerated) and threaded through the gateway.
- UI: a "Multiple words per turn" toggle on New Game, shown for Russian variants
only (auto-match and friend invite), default off; English silently sends standard.
- Tests: backend engine/matchmaker; UI unit (gating) + Playwright e2e (solver
corner-case + GCG fixtures ship in v1.1.0). Docs + PRERELEASE tracker updated.
The gapless-board dark cells mixed 12% black into --cell-bg, which read too
contrasty and competed visually with the bonus cells. Halve the tint to 6% (both
themes, keyed off --cell-bg as before) for a gentler checkerboard.
The first attempt (the App.svelte `started` gate) targeted the first pane mount,
but the slide is a second render. On a Telegram cold launch the URL fragment is
Telegram's #tgWebAppData=... launch params, which the router parsed as notfound;
bootstrap's navigate('/') then corrected it to the lobby asynchronously, re-keying
the route pane (notfound -> lobby) and sliding the lobby in as if returning from a
screen. A reload was static because the hash was already #/.
Treat a Telegram launch fragment as the lobby root in the router, so the route is
correct from the first pane (no re-key, no slide). Extract the pure hash->Route
parsing into routeparse.ts so it unit-tests without a DOM, and revert the gate
(the first pane never slid — local transitions skip the initial mount, as clean
browser launches showed).
Tests: routeparse unit tests (incl. the tgWebApp fragment); an e2e that launches
with the fragment in the URL and asserts the lobby plus the normalised #/ hash.
Tab bar: tapping a bottom-tab icon flashed a background — the icon square's
:active press tint plus the default WebKit tap flash, the same pair removed from
the lobby rows. Drop the press tint and set -webkit-tap-highlight-color:
transparent on .tab. The selected-tab highlight (Settings / Comms hubs) stays.
Startup slide: the route pane's in:slideX is local to its {#key} block, so it
plays on that block's own first mount when app.ready flips — the lobby slid in on
launch as if navigated into from another screen. Gate the slide duration to 0 for
the first pane shown after boot (a `started` flag set right after it mounts), so
launch is static while every later route change animates as before.
A tap/click on a lobby game row flashed a highlight on both tappable areas (the
open body and the right chevron/kebab), and the .open:active background lingered
while the finger was held — pointless feedback that only spoiled the look. Drop
the held :active background and set -webkit-tap-highlight-color: transparent on
the row's buttons.
A single tile that only extended a word perpendicular to the client-declared
direction was rejected: the UI always sent dir=H for one-tile plays (the
dirOverride/Controls toggle was orphaned in the Stage 7 game rework), so placing
"А" above "БАК" to form "АБАК" failed the solver's main-word-length check even
though the word is in the dictionary.
Make the backend infer a play's orientation from the placed tiles and the board
(internal/engine.resolveDirection): two or more tiles by the line they share, a
lone tile by the axis it abuts (longer word wins, horizontal on a tie). Direction
becomes an output, not an input: drop dir from the SubmitPlay/Eval wire requests
and add it to EvalResult. Journal replay keeps trusting the stored "H"/"V"
(SubmitPlayDir) so a rebuilt game matches the one committed.
UI: stop computing/sending direction; the preview now shows the words a move
forms with its total score (game.previewWords); the make-move control is disabled
until the play is confirmed legal; the "your turn" label hides while tiles are
pending. Delete the orphaned Controls.svelte.
Regenerate the FlatBuffers bindings (Go + TS) and update the gateway transcode
and the loadtest edge client to the new contract. Bake the decision into
ARCHITECTURE.md (§5/§9.1), FUNCTIONAL.md (+ _ru) and the backend README.
- Stop a two-finger pinch-out from also opening the history: the board wrapper arms its
open/close pull only while a single pointer is down (a 2nd finger is a pinch, owned by Board).
- Widen the edge-swipe-back activation band to the left half of the viewport (was 20%).
- Align a chat nudge by sender like a bubble — your own to the right, the opponent's to the
left (only the alignment changes).
- Kill the iOS rubber-band inside the history drawer (overscroll-behavior: none).
e2e: a two-finger pinch does not open the history; a back-swipe from the left half navigates back.
On iOS (notably the Telegram Mini App) the document elastic-overscrolls on a
vertical drag even with overscroll-behavior:none — the whole page stretches and
bounces, and it fought the board's swipe-to-open-history. Telegram's own
swipe-to-minimise is already disabled at launch; this removes the remaining
WebKit document bounce by pinning the document (position:fixed + overflow:hidden)
for the game SPA only. Every screen already fits the visual viewport (--vvh) and
scrolls its own inner areas, so the document never needed to scroll.
Scoped to the app via an `app-shell` class set in main.ts; the standalone
landing page (landing.ts) keeps its normal scrolling document. e2e locks the
contract on both entries.
Replace the flat chronological move list with a ruled matrix aligned under the
score plaque: one column per seat, each seat's moves filling its column top to
bottom. A cell is the move's word(s) and its score, "WORD (12)", centred; the
player names and the running total are dropped (the plaque heads the column and
shows the live total). Non-play moves keep their dim parenthesised tag; the
awaited opponent's next cell shows a dim "thinking..." (never the viewer's own
turn). Thin 1px rules between columns and rows match the panel's separator.
Re-introduce a swipe-down-on-the-board gesture to open the history, gated to the
zoom-out board scrolled to its top so it never fights the zoomed board's pan or
the stage's own vertical scroll (the conflict that retired this gesture before).
Grid layout extracted to lib/history.ts (unit-tested); add game.thinking to the
EN/RU catalogs; e2e covers the gesture and the grid on Chromium and WebKit.
Per owner feedback: pass/exchange/resign/timeout rows in the move history now read
as a dim, parenthesised, lowercase tag — e.g. «(обмен)» — so they stand apart from a
scored word. The move.* catalog values are lowercased (resign RU → «сдаюсь»); the
parentheses and the muted colour (var(--text-muted)) are applied in the view via a
.ha.sys modifier.
- Highlight tracks the last move overall (not the last word): a trailing
pass/exchange now highlights nothing, so the board no longer lights up the
opponent's old word after our own empty move.
- Make the highlight event-driven: refreshed only on a real game event
(open/refresh, opponent move, our own committed move) and dismissed the moment
composing starts, so recalling a just-placed tile never re-triggers it.
- Localize non-play move-history labels via new move.* catalog keys
(pass/exchange/resign/timeout); the label printed the raw English action.
- Clamp the zoomed board's pan at its edge (overscroll-behavior: none), removing
the native rubber-band past the content.
Tests: lastMoveCells unit coverage (trailing pass/exchange -> empty), i18n RU
label assertions, an e2e overscroll-contract check on the zoomed viewport.
Replace the very-narrow 24px edge-swipe trigger with a left band of ~20% of the
viewport width (EDGE_FRACTION) so the back-swipe is easy to reach, keeping the
simple instant-navigate behaviour (the route slide plays the animation). A
hit-test keeps the wider band clear of the rack, a draggable pending tile, a
zoomed-in board and text inputs, so it never hijacks those drags.
Test: e2e (Chromium+WebKit) — the band swipe returns to the lobby; a swipe
starting on the rack does not navigate.
The +20px gap was too far; use +10px (padding-top safe-top+16). The gap is
fixed px, so the clearance from Telegram's native nav stays constant when
the user scales the font up — the title grows downward and the bar with it,
no overflow. Locked by a new e2e test that asserts the title top is
unchanged across font sizes and never overflows the bar.
min-height was the wrong lever: in Telegram the title is the bar's only
child (the back chevron is hidden), so the bar is sized by padding+content
and min-height (the nav-band height) never binds — the earlier bump did
nothing. Drop the title clear of the native nav band with padding-top
instead (notch + a 20px gap, was +6), and revert the min-height change.
- tg-fullscreen: +20px header height — without the (removed) hamburger the
title bar lost its bulk and sat flush on Telegram's native nav band.
- Settings/Comms hub tabs gain text labels under the icons (Settings /
Profile / Friends / Info and Chat / Dictionary); the icon is aria-hidden
so the label names the button. New i18n keys about.tab, game.dictionary.
Replace Menu.svelte (hamburger) everywhere with tab-bar navigation:
- Settings hub (SettingsHub) from the lobby ⚙️ tab: Settings/Profile/
Friends/About as in-place tabs, back → lobby; the lobby ⚙️ badge counts
incoming friend requests (invitations keep their own lobby section).
- Comms hub (CommsHub) from the move-history 💬: Chat/Dictionary tabs,
back → game; Dictionary only while the game is active.
- Game menu items relocate into the open history: 🏁 leave / 📤 export in
the header, 🤝 add-friend per opponent card, 💬 comms; unread chat is
badged on the score bar + the 💬.
- TapConfirm (tap → fading ✅ → tap) replaces the Skip/Hint press-and-hold
popovers and drives the add-friend confirm.
- Fix the move-history "jump": the slid board is inert and the stage can't
scroll, so a swipe up genuinely closes the history.
Remove Menu.svelte + HoldConfirm.svelte. Docs: UI_DESIGN, FUNCTIONAL(+ru),
PRERELEASE. UI check/unit/build/bundle/e2e (Chromium+WebKit) all green.
A practical single-host ordering guide — CPU cores, RAM, disk at three tiers —
grounded in the R7 profile (~5.5 cores / ~2.5 GiB peak at 500 players) and the
measured on-disk footprint (images ~2.4 GB; Tempo 3.1 GB at 72 h; the game DB
23 MiB and growing). Notes which knobs move disk (Tempo/Prometheus retention,
Postgres growth) and that the gateway scales horizontally past one host.
- loadtest/REPORT-R7.md: the final stress-run report — method, the 500-player resource
profile, the agreed tuning, the validation (transport_error 2.49% -> 0.72% at 3 gateway
cores; the burst run showing connection-bound behavior), and the prod-sizing
recommendation for Stage 18.
- loadtest/README.md: per-player transports, --cpus capping, docker_stats (was cAdvisor),
the absolute BACKEND_DICT_DIR for ./loadtest/... , and report links.
- docs/TESTING.md + docs/ARCHITECTURE.md: observability now uses the otelcol docker_stats
receiver (cAdvisor removed); links to both trip reports.
- CLAUDE.md: repo-layout line reflects docker_stats + per-service limits.
- PRERELEASE.md: R7 marked done in the tracker + heading; a Refinements entry recording
the decisions, findings, applied tuning and validation.
This is the final pre-release hardening phase; Stage 18 (prod cutover) is next.
Round-2 tuning, decided from the 500-player resource profile:
- gateway: 2 -> 3 cores + GOMAXPROCS=3. It holds one h2c connection per player, so
at 500 players it burst into the 2-core cap (~2.49% transport_error on game.state);
3 cores absorbs the bursts. The per-connection cost is the realistic prod load.
- tempo: memory 1G -> 2G. It reached the 1 GiB cap during the run (OOM risk).
- backend Postgres pool: MAX_OPEN_CONNS 25 -> 40. The pool sat at its 25-conn cap
(28 backends) at peak; headroom trims the p99 tail. Postgres (2c/512M) handles it.
- docker log volume: a json-file rotation default (10m x 3 = 30 MiB/container) applied
contour-wide via a YAML anchor; the backend logs ~14 MiB / 30 min at info under load
and was previously unbounded. Log level stays info.
backend/postgres stay at 2 cores / 512 MiB (peak ~0.85 / ~1.4 cores — headroom is cheap
on the shared host). A validation re-run confirms the gateway fix before merge.
The receiver defaults to Docker API 1.25, but the contour daemon's minimum is
1.40 (it speaks up to 1.54), so otelcol crash-looped on start with "client
version 1.25 is too old". Pinning api_version to 1.44 (accepted by both the
receiver's bundled client and the daemon) starts the receiver cleanly —
verified by running the image against the host socket ("Everything is ready",
no start error).
Observability: replace cAdvisor (which resolves only the root cgroup on the
contour host — separate-XFS /var/lib/docker) with the otelcol docker_stats
receiver, which reads per-container CPU/memory/network straight from the Docker
API and works the same in prod. The collector joins the host docker group
(DOCKER_GID, default 989) and mounts the socket read-only; its metrics flow out
through the existing prometheus exporter, so the cAdvisor scrape job and the
privileged cAdvisor service are removed. The Resources dashboard panels are
retargeted to the docker_stats metric names (container_name label;
container.cpu.utilization/100 == cores).
Container limits: apply deploy.resources.limits (honoured by Compose v2) across
the contour and pin GOMAXPROCS to the CPU limit on the Go services so the runtime
matches the cgroup quota. Starting values are generous over the R2 peak (~1 core /
<=100 MiB per app service) to avoid skewing or OOM-killing the measurement run;
they are tightened to the agreed prod sizing after the final stress run (R7
Round 2). The privileged VPN sidecar is left unconstrained.
Each virtual player now builds its own edge.Client (its own h2c connection
carrying both the Subscribe stream and the Execute calls), instead of every
player multiplexing over a single shared http2.Transport. The R2 trip report
traced the ~14% transport_error on game.state at 500 players to that single
shared transport; per-player connections mirror real clients and isolate the
artifact. The assembly burst and the gateway-hammer each get their own client.
playTurn now reports when a game has finished so playerLoop drops it from the
rotation (slices.DeleteFunc); once no active game remains the player idles while
still holding its stream. This stops secondary ops from hammering game_finished
on already-ended games (the other R2 harness finding).
Move the cross-file integration fixtures — the service constructors
(newGameService/newSocialService/newRobotService/newMatchmaker), the game-assembly
helpers (newMirror/newGameWithSeats/newDraftGame), account provisioning
(provisionAccount/provisionGuest) and the stats reader — out of the domain test
files (newGameService alone was used by 10 files) into a single
backend/internal/inttest/helpers.go. Helpers used by a single file stay local.
Pure relocation: the helper bodies are unchanged, no test logic changes; the
imports the moves left unused are pruned. go vet -tags=integration is clean.
Extract the FlatBuffers builders for the wire tables shared by the backend push
encoder and the gateway edge transcoder — GameView, MoveRecord, StateView,
AccountRef, Invitation and their nested rows — into a new scrabble/pkg/wire
package. Both callers keep their local builder signatures (no call sites move)
but now map their own source types (the backend's notify.* payloads and the
decoded engine.MoveRecord; the gateway's backendclient.* REST DTOs) to neutral
wire.* structs and delegate the construction to package wire, the single
definition of the nested-table layout.
Behaviour-preserving: the verified-identical field sets mean the wire bytes
decode the same, and the notify + transcode round-trip tests pass unchanged. The
fiddly Start/Add/End + reverse-prepend vector boilerplate now lives once; the two
encode files shrink while pkg/wire carries the shared logic.
These pre-R4 summary scalars on OpponentMovedEvent were redundant with the
move/game delta and read by nobody — the UI codec and mock take only
move/game/bag_len, and the gateway forwards the push payload verbatim. Removed
from scrabble.fbs, the notify emit (notify/events.go) and the round-trip test;
regenerated the FB Go + TS bindings. No prod data, so the wire-slot renumber is
free and there is no DB change.
Pass (a) removed a stale "(reaping abandoned guest rows is deferred — TODO-3)"
note from ARCHITECTURE §3, but guest reaping is implemented (the background
reaper, BACKEND_GUEST_REAP_INTERVAL / BACKEND_GUEST_RETENTION, covered by
inttest). State the current behaviour instead.
A full section-by-section review of ARCHITECTURE / FUNCTIONAL (+_ru) / TESTING /
UI_DESIGN against the code found no other drift — each R-phase baked its own docs,
and FUNCTIONAL/TESTING already describe the reaper correctly.
Analysed the real dist (gzip + sourcemap attribution): the bundle is already minified + tree-shaken and dominated by the Connect/FlatBuffers transport runtime + generated bindings + the Svelte runtime (~2/3 of main), so no in-scope code slimming is warranted. Lazy-loading was rejected (bundle-size.mjs sums every chunk -> zero total-size win, plus +N gateway fetches of latency); i18n lazy-load and chunk-collapsing likewise (caching/HTTP2).
Instead bundle-size.mjs now measures per HTML entry with three independent gates (app entry <=100 KB, Svelte+i18n shared <=30 KB, landing-own <=5 KB): the app's real payload is its entry chunk + the shared chunk (~97 KB), never landing.js. Same CLI + exit-code contract, CI step unchanged. Fixed the stale ~82 KB figure in the script and ui/README.md. No app code change.
Enrich the in-app live stream into a delta channel so the UI renders a move from the event without a follow-up game.state, and make the matchmaking poll a stream-down fallback.
- pkg/fbs: trailing fields on opponent_moved (move+game+bag_len), your_turn (move_count), match_found (state), game_over (game), notify (account/invitation/state), MoveResult (rack+bag_len); regenerate Go + TS.
- backend: notify owns the FB encoding (encode.go + payload.go input structs); game/lobby/social map their domain types in. emitMove builds the move delta; game.Service.InitialState feeds match_found/game_started the recipient's initial StateView; friends/invitations notify carry their account/invitation. The move-commit response (submit_play/pass/exchange/resign) returns the actor's refilled rack + bag size.
- gateway: MoveResult transcode carries rack+bag_len.
- ui: pure lib/gamedelta.ts reducer advances the per-game cache keyed on move_count (idempotent + gap-safe); app.svelte seeds the cache on match_found/game_started; Game.svelte applies the delta (commit/pass/exchange/resign drop their load()); NewGame polls only while app.streamAlive is false.
- docs: ARCHITECTURE §10, FUNCTIONAL(+ru), backend/gateway/ui READMEs; PRERELEASE R4 marked done + Refinements.
- gateway/Dockerfile gains a `landing` target: caddy:2-alpine + the shared
Vite build (identical build args keep the ui stage a single cached build);
the gateway target drops landing.html from the embed.
- The contour caddy routes /app/, /telegram/ and the Connect path to the
gateway; the catch-all — the landing at / and any stray path — goes to the
new landing service, so junk traffic is absorbed by static file serving.
- deploy/landing/Caddyfile mirrors the webui caching (immutable assets,
no-cache shells) and falls back unknown paths to the landing shell.
- The gateway's / now 308-redirects to /app/ (keeps a local no-caddy run
usable); webui placeholder landing.html removed.
- CI deploy probe checks both / (landing) and /app/ (gateway).
Verified: both images build; the landing container serves landing.html at /
(no-cache) with junk-path fallback; the gateway image redirects / to /app/
and carries no landing content.
- accounts.flagged_high_rate_at baked into the R1 baseline (no prod data; the
contour schema is wiped after merge); jet regenerated — the regen also picks
up the previously missing game_drafts/game_hidden models.
- account.Store: FlagHighRate (set-once), ClearHighRateFlag, the flag in
GetByID/ListUsers and a ListFlaggedHighRate review queue.
- New internal/ratewatch: ingests the gateway rejection reports, keeps a
bounded in-memory episode window for the console and applies the
conservative auto-flag (1000 rejected / 10 min, BACKEND_HIGHRATE_FLAG_*).
- POST /api/v1/internal/ratelimit/report (network-trusted, like
sessions/resolve).
- Admin console: Throttled page (episodes + flagged accounts), a high-rate
badge in the user list, the marker + operator clear action on the user card.
- Tests: ratewatch unit suite, report-route handler test, renderer cases,
integration coverage for the store round-trip and the console flow.
- GATEWAY_MAX_BODY_BYTES (1 MiB): connect WithReadMaxBytes + http.MaxBytesReader
on the public mux; explicit http2.Server MaxConcurrentStreams/IdleTimeout and
an http.Server ReadHeaderTimeout (R2 report follow-up).
- gateway_rate_limited_total{class} counter, Debug per rejection, a rejection
tracker drained every 30 s into a Warn summary per key and a report POST to
/api/v1/internal/ratelimit/report (feeds the admin view + auto-flag).
- The dead AdminPerMinute/AdminBurst policy now guards the /_gm mount (429),
ahead of its Basic-Auth.
- resolve() logs the cause of infra session-resolve failures at Warn (the
transient unauthenticated dips from the R2 run); unknown tokens stay silent.
Ran the moderate early pass (50/200/500, 10 min/step) against the contour: ramped
clean to 500 players, 1.2 M edge calls, 48 870 plays, 2 798 games finished, no
crash/deadlock; cleanup removed all 11 000 seeded accounts. The per-user limiter held
under the gateway-hammer (99.97 % rejected, p99 2 ms).
Top finding: ~14 % transport_error on game.state at 500 players under CPU saturation
(backend/gateway/Postgres each ~1 core), amplified by the harness's single shared
http2.Transport (the harness itself peaked at 86 % of a core on the same host).
Observability finding: cAdvisor yields only the root cgroup on the contour host
(separate XFS /var/lib/docker); per-container metrics captured via docker stats; R7
should adopt the otelcol docker_stats receiver. Full report in loadtest/REPORT-R2.md;
PRERELEASE refinements logged; R2 marked done.
- display-name marker: letters-only 'Zzloadtest' (the editable-name validator
forbids digits/colons), so profile.update resends the seeded name successfully.
- draft.save: rack_order is a string in the backend draft DTO (was sent as []),
fixing the bad_request.
Both confirmed ok against the contour. chat_not_your_turn / nudge_own_turn are
by-design turn gates (backend/internal/social/chat.go), correctly exercised.
Adding the loadtest module to go.work (use ./loadtest + the scrabble/gateway
replace it needs) broke the other services' Docker builds: their reduced
workspace still referenced ./loadtest (not in their build context), failing with
'cannot load module loadtest: open loadtest/go.mod: no such file or directory'.
Each service Dockerfile now also -dropuse=./loadtest; backend and telegram (which
do not COPY ./gateway) additionally -dropreplace the loadtest-only scrabble/gateway
replace. Verified by building all three images plus loadtest locally.
New scrabble/loadtest module (the pre-release stress harness): seeds 1000 guest +
10000 durable accounts with pre-created sessions directly in Postgres (token hash
matches backend/internal/session), drives virtual players through the edge protocol
(real 2-4p games assembled via invitations, mid-ranked legal moves generated locally
by the embedded scrabble-solver — the edge carries no board, so the client replays
history), plus nudge/chat/check-word/draft/profile/stats and a gateway-hammer that
verifies the rate limiter. Prints a trip-report summary (per-op latency percentiles,
result codes, live-event tally). Go unit tests cover the pure pieces; the DAWG-backed
move test runs under BACKEND_DICT_DIR.
Contour: add cAdvisor + postgres_exporter + a 'Scrabble - Resources' Grafana
dashboard and the two Prometheus scrape jobs, for the R2/R7 stress-run resource
baseline.
CI: gate ./loadtest/... (path filter + vet/build/test). Docs: TESTING, ARCHITECTURE,
project CLAUDE repo layout.
Squash the 12 goose migrations into one 00001_baseline.sql (there is no prod
data; verified schema-identical to the chain via a pg_dump diff + the green
integration suite) and rename the game-variant labels
english/russian_scrabble/erudit -> scrabble_en/scrabble_ru/erudit_ru across the
backend, the FlatBuffers wire values and the UI.
dawg filenames and the Go enum identifiers are unchanged; the i18n display keys
are kept. Adds PRERELEASE.md (the R1-R7 pre-release tracker), linked from
CLAUDE.md. Contour DB wipe and the scrabble-dictionary tidy are follow-ups.
Two owner-reported defects from a live contour game.
A. Frequency: the robot's proactive nudge fired hourly for 12h+ (a 12h idle threshold
then the 1h cooldown, uncapped). Replaced with a lengthening, randomized schedule
(proactiveNudgeGap): the first nudge ~60-90 min into the human's turn, each later gap
growing toward 1-6h (uniform sample in [60min, ceil], ceil ramping 90min->6h over 12h
of idle, measured from the previous nudge), so a long wait gets a handful of
increasingly-spaced reminders instead of a stream.
B. Language: out-of-app push routed by the recipient's GLOBAL service_language
(last-login-wins), so after re-logging via the RU bot an English game's nudges came
from the RU bot. Now a game push (your_turn, game_over, nudge, match_found) carries
the game's own language (engine.Variant.Language) on push.Event, and the gateway
routes by it (falling back to service_language for non-game pushes). The New-Game
variant-gating guarantees the game's bot is one the player has started, so delivery is
never blocked.
Tests: proactiveNudgeGap unit + retimed TestRobotProactiveNudge; TestVariantLanguage;
emit your_turn/game_over language; TestNudgeRoutedByGameLanguage integration. Docs:
ARCHITECTURE (§7 nudge, §10/§13 routing), FUNCTIONAL (+ _ru), PLAN tracker.
display_name validation gains a rule: at most 5 special characters — the '.' / '_'
punctuation (spaces, which separate words, don't count) — so a still-well-formed name
can't be mostly punctuation. Mirrored in the Go ValidateDisplayName and the UI
validDisplayName; both unit-tested (5 ok, 6 rejected, 'J. R. R. Tolkien' ok). Docs:
FUNCTIONAL (+ _ru).
A dropped/reset/timed-out connection can surface as a Connect code other than
Unavailable (Canceled/DeadlineExceeded/Unknown/…) which fell through to the generic
'internal' -> a red 'something went wrong' toast appeared alongside the Connecting
spinner. Now toGatewayError (moved to the pure retry.ts, unit-tested) collapses every
transport-level code to 'unavailable' so it is retried + flips offline; and handleError
suppresses the toast for any connection code AND whenever the app is mid-reconnect
(!connection.online), covering the race where a unary error lands before the stream
reports the drop. Genuine server-internal / domain errors still toast while online.
Following the in-game bar, the Connecting indicator now also visually disables the
other proactive (server-sending) controls while offline: chat send + nudge, profile
save / link email|telegram / merge-confirm, friends (redeem, get-code, accept/decline,
unfriend, block, unblock), New Game (auto-match variant + send-invitation) and the
lobby hide ❌. Purely local controls (board/rack/reset, menus, navigation, settings,
copy-code) stay live. Each reads the global connection.online signal; full e2e + check
green.
Connectivity failures become state, not a toast on every attempt. A global online
signal (lib/connection.svelte.ts) flips on a transport unavailable / rate_limited and
on the live stream's drop, driving a pure-CSS header spinner + 'Connecting…' in place
of the title and softly disabling the in-game server actions (commit / exchange / pass
/ hint; local board/rack/reset stay live).
- transport: exec auto-retries with capped exponential backoff — every op on a
rate-limit (rejected before processing, safe), reads only on unavailable (a mutation
is never blindly re-sent, to avoid double-applying one whose response was lost; its
button is disabled while offline so the player re-issues on reconnect). A reachability
watcher (profile.get probe) and any successful traffic clear the signal.
- the old red error.unavailable toast is gone (handleError suppresses connection codes;
the indicator replaces it). A server-data screen still opens with the spinner and
fills on reconnect (global indicator + read auto-retry), so navigation is never dead.
- pure retry policy unit-tested (retry.ts); a mock-only window.__conn hook drives a
Chromium+WebKit e2e (indicator shows offline, the action disables, both clear on
reconnect). Full suite + build green.
- docs: ARCHITECTURE transport note, FUNCTIONAL (+ _ru), PLAN tracker (incl. #1 — the
bot already drains all updates, no change).
Also records #1 as investigated/no-change in PLAN. Other server-action buttons (chat
send, profile save, …) still degrade to a safe no-op offline; visual disable is easy to
extend.
The Telegram 'your turn' notification now names the opponent and recaps their last
move (voiced as the opponent: «{name}: my move — «WORD». Score 120:95» for a scoring
play; a short 'swapped / passed, your turn' otherwise), and a new game-over
notification reports the result + final score when a game ends by any path (closing
play, all-pass, resign, timeout). Scores are recipient-first (the reader's score
leads), 2-4 players (120:95:80).
- schema: YourTurnEvent gains opponent_name/last_action/last_word/score_line
(appended, backward-compatible); new GameOverEvent{result, score_line}. Go + UI
bindings regenerated (flatc 23.5.26 + pnpm codegen).
- backend: notify.YourTurn enriched + notify.GameOver; emitMove resolves the mover's
name and emits per-recipient (your_turn to the next mover, game_over to every seat),
with recipient-first score lines built in one place.
- gateway: game_over joins the out-of-app whitelist (routing.go).
- connector: render builds the enriched your_turn + game_over text per language (en/ru).
- tests: notify round-trip (enriched + game_over), emit (enriched fields + game_over to
all seats / per-seat result), connector render (en/ru), routing; integration replay
(play → your_turn with real name; resign → game_over) green.
- docs: ARCHITECTURE push catalog + out-of-app set, FUNCTIONAL (+ _ru), PLAN tracker.
Owner review: the '>' on an active game row should be a real tap target that opens
the game, like the rest of the row — not inert. The chevron now navigates (kept out
of the tab order / a11y tree since the row's main button already does the same), and
active-row swipes no longer suppress the tap. Adds an e2e for the chevron navigation.
A player can remove a finished game from their own 'my games' list. The action is
per-account, finished-only and irreversible (the game stays for the other players;
there is no un-hide).
- backend: migration 00012 game_hidden(account_id, game_id); store HideGame +
hiddenGameIDs + ListGamesForAccount filtering; service HideGame (seat + finished
checks, reusing ErrNotAPlayer / ErrGameActive); POST /api/v1/user/games/:id/hide.
- gateway: game.hide edge op (reuses GameActionRequest -> Ack) + backendclient.HideGame.
- ui: finished rows reveal a delete via swipe-left (touch) or a kebab tap (desktop),
active rows get an inert chevron for icon alignment; optimistic removal + lobby-cache
sync; mock + transport + client wiring; lobby.hideGame label (en/ru).
- tests: integration (active->ErrGameActive, outsider->ErrNotAPlayer, per-account,
idempotent), gateway transcode round-trip, mock e2e (kebab -> delete); hardened a
pre-existing chat-screen .back transition flake surfaced by the new test's timing.
- docs: ARCHITECTURE persistence list, FUNCTIONAL (+ _ru) lobby story, PLAN tracker.
The 'lobby is back' rule slid the chat/check back-to-the-game forward. Direction is now
computed from route depth (lobby < game < chat/check): shallower = back, deeper = forward.
- Chat and word-check are now routed screens (/game/:id/chat, /game/:id/check) with a
header back to the game and no tab-bar, replacing their modals. The soft keyboard just
resizes the visible viewport (tracked into --vvh, which the Screen height uses since iOS
does not shrink dvh for the keyboard) with the input pinned to the bottom: no modal
relayout, no page jump. Supersedes the earlier bottom-sheet Modal attempt.
- A new chat message raises an unread badge on the in-game hamburger + the Chat menu row
(per game, cleared on opening the chat), mirroring the lobby badge.
- TG native back + the header back chevron return chat/check to their game.
- Exposes --tg-safe-top (device notch) for the finalised TG-fullscreen header.
Tests: e2e for chat/check opening as their own screens + back. Docs: PLAN, FUNCTIONAL(+ru).
The sender name and message body are user-controlled; a leading =, +, -, @, tab or
CR in the CSV export would execute as a formula when a moderator opens it in a
spreadsheet. csvSafe() prefixes such values with a single quote. Unit-tested.
A right-aligned 'Export CSV ↓' link in the filter row downloads /_gm/messages.csv
with the active filters (game / sender / name / ext masks), exporting every matching
message (capped at 100k) regardless of the page window — columns time, source,
sender_id, sender, ip, message, game_id.
- Edge-swipe back now listens at the window in the CAPTURE phase (the board's
pointer handlers can't swallow it) and is no longer skipped inside Telegram
(where the owner tests it).
- TG-fullscreen header: expose the device safe-area top (--tg-safe-top) and
centre the title + menu pair within Telegram's nav band ([safe-top,
content-top]) below the notch, keeping the band's height — lining up with
Telegram's own controls.
- DnD auto-zoom-on-hover delay reduced 1000ms -> 700ms.
(Client-IP: diagnosed as the owner's home-router SNAT — the host caddy already
receives 192.168.0.1 with no XFF, so the real IP is lost upstream of our stack;
correct in prod. No code change.)
- Client IP: the compose caddy trusts X-Forwarded-For from private-range
upstreams (trusted_proxies private_ranges), so the real client IP survives
the host-caddy hop (it was logging the docker caddy hop 172.18.0.x for chat
moderation and bucketing the gateway per-IP rate limiter on it). Correct and
spoof-safe in both contours (prod has no host caddy); peerIP unit-tested.
- Ad banner gated off behind a compile-time SHOW_AD_BANNER=false (the if-branch,
the AdBanner import and banner.ts are tree-shaken out of the prod bundle).
- Landing: the Telegram entry is just the 64px logo (clickable, no button/text).
- TG-fullscreen header: title + menu centred as a pair (hamburger right of the
title), pinned to the bottom of the TG nav band.
- Edge-swipe back (Screen): a left-edge rightward drag navigates to back
(touch/pen only, armed from <=24px; skipped inside Telegram).
- Chat soft-keyboard: a bottom-sheet Modal lifted above the keyboard by a
visualViewport-driven transform (compositor-only, no page/sheet relayout).
iOS-specific, needs on-device tuning; native resize=none awaits Capacitor.
- Tests: e2e for the in-game '✓ in friends' item and a board→board tile
relocation; codec units for last_activity_unix + OutgoingRequestList.
Deferred to the next PR (agreed): #4 enrich the your-turn/game-end push; #5 hide
finished games from the lobby.
A new /_gm/messages console page lists posted chat messages (nudges
excluded) newest-first — time, source (guest/robot/oldest identity kind),
sender (linked to the user card), IP, body, game (linked to the game card)
— searchable by sender name / external-id glob masks and pinnable to one
game (?game=) or sender (?user=), linked from the game and user cards.
The list query lives in social (raw SQL, kind='message', source via a SQL
CASE), reusing the now-exported account.LikePattern. Server-rendered
adminconsole MessagesView + messages.gohtml, 50/page via the shared pager.
Tests: adminconsole render case; backend integration AdminListMessages
(real Postgres) — nudge exclusion, game/sender pins, glob masks, source.
Docs: ARCHITECTURE section 8 chat moderation, PLAN round-6.
Lobby: group the my-games list into your-turn / opponent-turn / finished
(empty sections hidden), ordered by last activity (your-turn oldest-first,
the other two newest-first), as a compact line-separated list. gameDTO and
FB GameView gain last_activity_unix (turn start while active, finish time
once finished); a pure lib/lobbysort.ts holds the grouping/ordering.
Friends: the in-game 'add to friends' item is now server-derived via a new
GET /user/friends/outgoing (+ friends.outgoing op), returning addressees with
a pending OR declined request (both read as 'request sent'), so it is correct
across reloads; it shows a disabled '✓ in friends' once accepted. It
live-updates when the opponent answers: RespondFriendRequest now publishes
friend_added (accept) / friend_declined (new notify sub-kind, decline) to the
original requester, whose open game re-derives its friend state.
Tests: lobbysort unit test; gateway outgoing + last_activity transcode tests;
backend integration ListOutgoingRequests + respond-publishes-to-requester;
e2e updated for the new lobby section labels + a non-friend active opponent.
Docs: ARCHITECTURE notify catalog, FUNCTIONAL(+ru) lobby/friends, PLAN.
Addressing the review on #23:
- Flag star scaled up ~25% (the hammer&sickle emblem unchanged, kept clear of it).
- TG fullscreen header: drop the WHOLE header below the content-safe-area top
inset (the hamburger stays to the right of the title), instead of pinning the
hamburger to the physical top edge.
- DnD: a placed (pending) tile can now be relocated by dragging it to another
board cell (board->board); it lifts off its source cell while dragged; and it
can be grabbed even on the zoomed board (touch-action:none on the pending
cell, so the drag wins over the board pan). The manual-selection blue frame
now clears on recall.
Backlog item 2 of ~4 (owner review pass):
- USSR flag emblem redrawn (canonical hammer & sickle, scaled down 1.5x
below the star).
- Touch drag-and-drop: enlarge the drag ghost 1.5x on touch only (the finger
hides the tile); suppress the iOS tap-highlight that lingered on a rack tile
sliding into a dragged tile's slot.
- Telegram fullscreen: its native nav no longer hides our header -- the header
drops below the content-safe-area top inset and the menu (hamburger) lifts
into the nav band, centred (--tg-content-top from the SDK inset + a
tg-fullscreen class; new telegram.ts helper + app wiring).
Tests: UI check/test:unit/build + full e2e (60) green. The iOS tap-highlight
fix and the TG-fullscreen layout want on-device verification on the deploy.
Owner review-pass rework of the landing page:
- Rename the per-language Telegram link build var
VITE_TELEGRAM_LINK_EN/_RU -> VITE_TELEGRAM_GAME_CHANNEL_NAME_EN/_RU
(it carries a channel username; the landing builds https://t.me/<name> --
the same channels the connector posts to via TELEGRAM_GAME_CHANNEL_ID_*).
- Language switcher -> a globe icon dropdown (flags + names), saved + synced
to the app prefs.
- Theme switcher -> a sun/moon icon toggle, ephemeral (follows the system
scheme, no auto, never persisted) -- galaxy-game style.
- Drop the "Play in browser" CTA (no standalone-web onboarding yet).
Docs: FUNCTIONAL(+ru), PLAN, deploy + ui READMEs.
Close out Stage 17 round 6:
- Landing page at / — one Vite build with two entries (index.html = game
SPA, landing.html = a lightweight landing reusing the theme/i18n/
aboutContent leaf modules, not the app store).
- Move the web game SPA to /app/; the Telegram Mini App stays at /telegram/
(gateway webui.Handler(stripPrefix, indexName): landing at /, SPA at /app/
+ /telegram/). Per-language "Play in Telegram" link via new
VITE_TELEGRAM_LINK_EN/_RU build vars (button hides when unset).
- Cache headers: hash-named /assets/* immutable, HTML shells no-cache (the
go:embed zero modtime emitted no validators, so the client re-downloaded
the whole bundle every launch).
- Live-stream 15s abort fix: an immediate heartbeat on open + a 10s default
interval (the first tick at 15s raced the edge idle timeout -> reconnect
storm).
PLAN/ARCHITECTURE(§13)/FUNCTIONAL(+ru)/gateway+ui+deploy READMEs updated;
round 6 closed. Tests: gateway webui/connectsrv units, ui landing unit + e2e,
full e2e (60) green.
Complete the client-side draft feature on top of the shipped backend
foundation (the game_drafts store/service):
- FB: DraftRequest{game_id,json} + DraftView{json} (a draft get reuses
GameActionRequest); regenerated committed Go + TS bindings.
- Backend REST: GET/PUT /games/:id/draft, a draftDTO
(rack_order/board_tiles) mapped to game.Draft.
- Gateway: draft.get/draft.save transcode forwarding the composition
JSON verbatim (json.RawMessage both ways -- no double-encode).
- UI: debounced save of the rack order + board tiles and restore on
load (lib/draft.ts), plus #5 -- tiles may be arranged on the
opponent's turn (placement relaxed; the preview and Make-move stay
your-turn-only, so an off-turn draft is position-only).
Tests: backend handler validation, gateway pass-through round-trip, UI
draft/codec units, and a draft-restore e2e.
Record round 6 in PLAN.md so the repository (not conversation memory) carries the trace:
the shipped follow-ups (profile, tap-flash, alphabet-keyed variant names + title, chat/nudge
by turn + cooldown reset, About + git-describe version, quick-game rules plaques, the two
fixes, #3 rack drag-reorder, and the #4/#5/#6 persistence backend foundation), plus the
REMAINING next-pass work with ready designs — the persistence gateway op-slice + UI wiring
(lean JSON-string FB; #5 off-turn placement) and the landing + /app/ move (#16-20).
Foundation for persisting a player's client-side composition: a game_drafts table
(game_id, account_id, rack_order, board_tiles jsonb) with raw-SQL store/service methods —
GetDraft/SaveDraft (seated-player check) and, on every committed move, clearing the actor's
own draft and resetting any opponent's board draft whose cell the play overlapped (the
draft can no longer be placed; the rack order is kept). Integration tests cover the
round-trip, the actor clear, the overlap reset, a non-conflicting survival, and the
outsider rejection. The gateway op slice + UI wiring follow.
Dragging a rack tile and dropping it back on the rack reorders it: the dragged tile is
lifted out (the drag ghost stands in) and the tiles at/after the pointer's drop slot slide
right to open a gap there, so the drop position is visible. On drop the rack and its stable
ids are permuted (reorderIndices, unit-tested). Reorder applies only with no pending tiles,
so it stays a clean permutation; dropping on a board cell still places as before. Server
persistence of the order follows (#4).
- Chat: always render the (possibly empty) flex:1 caption before the nudge button, so the
nudge stays pinned right whether or not the cooldown text shows (it drifted left when
available).
- USSR flag: redraw the hammer & sickle as a thin schematic sketch — an elongated
semicircle sickle with a handle, crossed by a T-shaped hammer (per the original's
structure), instead of the bold over-filled emblem; the star is a touch smaller.
Each auto-match variant is now a lobby-style plaque: the display name with a flag on the
right (🇺🇸 / 🇷🇺; Erudit uses a bundled minimalist USSR flag SVG) and a one-line rules
summary below — bag size, the ё rule, and bonus differences, sourced from the engine
rulesets (Scrabble 100 · Скрэббл 104, ё a letter · Эрудит 131, ё=е, no centre ×2, +15).
The move-time limit (24h auto-match clock) is shown under the buttons. e2e locks it.
(Multiple-words-per-move is the same for every variant, so it is described in About/landing
rather than repeated on each button.)
- About screen: prominent localized title (Scrabble / Эрудит (Скрэббл)), a rules link
(en/ru Wikipedia), and the Random-game / Game-with-friends sections; copy lives in a
shared aboutContent module (the landing will reuse it). The random-game move limit
inlines the 24h auto-match clock.
- App version: Vite define __APP_VERSION__ from VITE_APP_VERSION (default 'dev'), wired as
a Docker build-arg sourced from `git describe --tags --always` in the deploy step — no
manual version bumps. The fallback keeps a plain/local build working.
The hourly nudge cooldown now clears as soon as the sender has moved or posted a chat
since their last nudge — engagement lifts the 'don't spam' limit. Backend: Nudge checks
game.LastMoveAt + the sender's last non-nudge chat against the last nudge time
(GameReader gains LastMoveAt). UI: nudgeOnCooldown mirrors it — a chat reset is read from
the message list, a move is tracked client-side (lastActedAt on commit/pass/exchange; the
backend stays authoritative across a reload). Integration test covers the reset.
PostMessage now rejects a chat sent on a finished game or when it is not the sender's
turn (ErrChatNotYourTurn -> 409 chat_not_your_turn), matching the UI where the message
field is hidden off-turn and only the nudge shows. Existing chat tests post on the
to-move seat and are unaffected; adds an off-turn-rejection integration test + the dto
mapping case + the UI error message.
- Profile: drop the hint-balance line.
- Board: no mobile tap flash on a cell tap (-webkit-tap-highlight-color: transparent),
matching the web click; the only intentional cell animation stays the last-word flash.
- Variant names keyed by the game's alphabet, not the UI language: english -> Scrabble
always, russian_scrabble -> Скрэббл always (unlocalized, never collide), erudit localized.
- Chat/nudge are mutually exclusive by turn: the message field + Send show on your turn,
the nudge replaces them on the opponent's turn; while the nudge cooldown is active the
button is disabled with a grey 'awaiting reply' caption to its left.
The admin game detail now shows, per robot seat, the game's deterministic play-to-win
decision (from the bag seed) and — while it is that robot's turn — its scheduled next-move
ETA (sampled think-time delay, deferred past the sleep window), plus a caption with the
~40% global target. Wiring: robot.PlayToWin/NextMoveAt/PlayToWinTargetPercent exports,
account.IsRobot, game RobotSchedule (seed + turn-start). Tests: NextMoveAt invariants
(never early, never in the sleep window), PlayToWin export, and an admin render integration
test asserting the intent + ETA + target appear.
- Even zoom: interpolate the board scroll toward a pre-clamped target as the real width
grows/shrinks, so it magnifies A->B in one motion instead of lurching and snapping back
near the edges/centre. Recentre only on a zoom toggle, never on a focus change — so a
2nd+ placed tile and a hovered dragged tile no longer jump the board.
- Drag: highlight the aimed-at empty cell as a drop target; hover-hold auto-zoom now
fires only for the first (zoom-in) hold.
- Pinch zoom: two-finger spread/close toggles zoom toward the pinch midpoint (preventDefault
only for two touches, so one-finger scroll stays native); a second finger aborts a drag.
- Shuffle hop capped at 0.3s and disabled under reduce-motion.
- Make-move is a borderless icon button, disabled while the pending word is known illegal.
- Variant display names: english & russian_scrabble -> Scrabble/Скрэббл, erudit ->
Erudite/Эрудит; the in-game title shows the variant name (was always 'Scrabble').
TestRobotPoolProvisionsRobotAccounts asserted robots block friend requests; they no
longer do (a request stays pending and expires like a human ignore). Assert chat is
blocked and friend requests are open. (Unblocks the integration job / contour deploy.)
- Resign on the opponent's turn: engine ResignSeat(seat) resigns a specific seat
(not just toMove); game.Resign bypasses the turn check and forfeits the actor's seat.
- Quick-match cancel was a UI no-op (only stopped polling): add the full path
(REST /lobby/cancel -> gateway lobby.cancel -> client) and clear the matchmaker's
pending result on Cancel, so a cancelled search is dequeued (no 'already queued', no
later robot-substituted game). NewGame dequeues on cancel and on abandon.
- Lobby win/loss: result.ts ranked by score, so a 0-0 resignation read as a win.
The winner now takes rank 1 and the viewer is placed from rank 2 — matching the
game-detail screen.
- Friend request to a robot: robots no longer block requests; the request stays
pending and expires (friendRequestTTL), mirroring a human who ignores it.
- Nudge cooldown: ErrNudgeTooSoon now maps to a distinct nudge_too_soon code with a
correct message; the chat nudge button disables during the hourly cooldown; the
nudge note reads 'Waiting for your move!' (button keeps the Nudge action label).
Tests: engine/service off-turn resign, matchmaker cancel-clears-result, friend-to-robot
inttest, result.ts 0-0 resignation, nudge_too_soon mapping.
Add a 'Grid lines' preference (default off): when off the board drops the 1px grid
gaps for a gapless checkerboard (plain cells alternate shades; tiles get rounded
corners and a soft right-side shadow so adjacent gapless tiles still read apart),
saving ~14px of width. When on, the classic lined grid returns. Persisted with the
other board-style prefs; wired through Board's new lines prop. e2e locks the default
and the toggle.
Give each rack slot a stable id permuted with the letters on shuffle, so the keyed
rack reorders (rather than relabelling in place) and Svelte's animate directive fires.
hop flies each tile along a parabola (apogee ~half a tile height) with a duration that
scales with the horizontal distance (arc length): the longest 1<->7 swap takes ~0.5s,
shorter swaps land sooner. Ordinary reflow (place/recall) stays instant via a guard.
e2e locks that a shuffle preserves the rack's tile multiset.
- Board drag now auto-zooms toward a cell after holding the tile over it ~1s (#3).
- Profile is inline-editable: drop the Edit/Cancel toggle, form is always shown
for durable accounts; hint balance stays read-only; re-populate after link/merge (#5).
- A pending tile recalls by double-tap (same cell) or by dragging it back onto the
rack (unzoomed board); a single tap no longer recalls (#10).
- e2e: lock double-tap recall + single-tap no-op; drop the removed Edit-profile click.
- account.ListUsers/CountUsers with a UserFilter: people vs robots (by a robot identity),
case-insensitive '*'/'?' glob masks on display_name and any identity's external_id
- admin users list shows the real kind (robot/guest/registered), defaults to people,
with a People/Robots toggle + a filter form; pager preserves the filter
- integration test for the filter; SQL verified against the live contour DB
- #4 bag label: '{n} in the bag' / 'Bag is empty' (was 'Bag {n}')
- #6 allow a single trailing dot in display names (backend + UI regex + tests)
- #1 double-tap zooms toward the tapped cell, not the top-left
- #8 shuffle fires a short multi-pulse haptic
- #11 highlighted/flashing tiles darken their bottom edge too (shadow joins the flash)
- #13 toast slides up from the bottom and fades out
- #7 hide the logout button (kept wired behind `hidden`)
- #16 admin game seats: left-align numeric columns, clarify the 'Hints used' header
- Telegram (lib/telegram.ts): chrome colours (setHeaderColor/setBackgroundColor/setBottomBarColor) match Telegram's header/bg/bottom bar to the app; native BackButton on sub-screens (app chevron hidden in TG); HapticFeedback on tile place/commit/error; enableClosingConfirmation while a game is open; disableVerticalSwipes so swipe-to-minimise doesn't fight tile drag / board scroll
- #9 board-only vertical scroll: Screen 'column' mode lets the board area scroll while score/status/rack/tab bar stay fixed (zoom keeps its own scroll)
- #10 check-word dialog opens in Modal keyboard-overlay mode (top-anchored, keyboard overlays the empty area) — no resize/relayout jank; other modals stay keyboard-aware
- docs: UI_DESIGN Telegram integration + vertical fit/keyboard; PLAN round 2-3 follow-ups
- Grafana: disable Live (GF_LIVE_MAX_CONNECTIONS=0) so its WebSocket no longer trips caddy Basic-Auth and re-prompts; admin console gains a Grafana nav link
- deploy: force-recreate config-only services so reseeded Grafana dashboards / Caddyfile are actually picked up (the move-duration panel was invisible because the bind-mount went stale)
- rate-limit: raise per-user budget 120/40 -> 300/80; UI skips reloading on the echo of the player's own move (fewer requests, no double-load)
- iOS/Telegram reconnect: suppress the connection banner while backgrounded and for a short grace after resume; reconnect silently; wire visibilitychange + pageshow/pagehide + Telegram activated/deactivated (Bot API 8.0)
- hint button disabled when 0 hints remain; nudge button shows a disabled state on your own turn
- players plaque: invert so the active seat pops (accent chip, raised) and others recede
- make-move UX: a direct ✅ commit button (no hold/popover); the Shuffle tab becomes ↩️ Reset while tiles are pending
- #6 align the UI variant id to the backend canonical 'russian_scrabble' (type, variants, Lobby, mock, tests) — fixes the New->Russian 400
- #11/#12 inside Telegram force the colour scheme from WebApp.colorScheme (over OS prefers-color-scheme, fixing the Telegram Desktop breakage) and hide the theme switcher
- #14/#15 nav bar takes Telegram's bg; announcement banner gets a dedicated subtle --ad-bg accent token
- #16 suppress the reconnect banner while backgrounded and silently reconnect the live stream on return to the foreground
- #17 hint zoom scrolls to the placement's bounding box, not the top-left
- #19/#20 players plaque: active seat raised with side shadows, others sunk; tap toggles history
- #21/#23 history: scrollbar-gutter:stable (no word jitter); fixed-height drawer pins the bottom shadow to the board
- #3 (UI) disable nudge on the player's own turn
- #18a directional screen slide transitions (forward in from the right, back reveals the lobby)
- #13 per-game in-memory cache: instant render on re-entry + background refresh
- e2e: openGame waits for the slide transition to settle
- #10 a `changes` job path-filters unit/integration/ui; an always-running `gate` job aggregates them (success-or-skipped) and becomes the only required check
- #9 deploy adds a Telegram-connector liveness probe (docker inspect: running, not restarting, stable restart count) with a VPN-handshake grace period
- #1a Game-domain dashboard gains a 'Move think-time by phase (p50/p95)' panel
- deploy README: branch protection now requires only CI / gate
Root cause of the Grafana "readdirent /etc/grafana/dashboards: no such file or
directory": the CI runner checks out into an ephemeral act workspace that is
removed after the job, so binding the compose config files straight from it
dangles the mounts in the long-lived containers (verified the act source dir is
emptied after the job). caddy/otelcol/prometheus/tempo read their config once at
startup so they survive, but would break on a restart — same latent bug.
Fix (mirrors ../galaxy-game's $HOME/.galaxy-dev/monitoring): the deploy job seeds
the config dirs to a stable $HOME/.scrabble-deploy and the compose binds them via
${SCRABBLE_CONFIG_DIR:-.} (local runs keep "."). Documented in the compose header,
deploy/README.md and the ci.yaml step.
- deploy/docker-compose.yml: mount the provisioned dashboards at
/etc/grafana/dashboards, not /var/lib/grafana/dashboards — the grafana-data
volume mounts over the latter and shadows the nested bind, so the provider
logged "readdirent /var/lib/grafana/dashboards: no such file or directory".
dashboards.yaml provider path updated to match.
- Connector telemetry stays OTLP. The VPN sidecar's netns reaches the collector's
internal IP fine (connected route, off-tunnel), but the sidecar's DNS hijacks
name resolution: AWG_CONF must NOT carry a DNS= directive, else otelcol won't
resolve ("produced zero addresses"). Without DNS= the netns uses Docker's
resolver (resolves both otelcol and api.telegram.org). Documented in
deploy/README.md (AWG_CONF row + wiring note), ARCHITECTURE §13, compose comment.
- PLAN.md: new Stage 17 "Test-contour verification & defect fixes" (exercise the
deployed contour end-to-end and fix what it surfaces — connector liveness check,
path-conditional CI); the former prod-deploy stage becomes Stage 18.
- Renumber every "Stage 17" prod-deploy reference to "Stage 18" across docs,
compose, Caddyfile, ci.yaml and CLAUDE.md; the post-Stage-14 split range is now
"Stages 15–18".
- bot.New now selects Telegram's test environment with the library's native
tgbot.UseTestEnvironment() instead of a token += "/test" hack (functionally
identical URL /bot<token>/test/METHOD, but idiomatic) + a bot test asserting
the getMe path for both test and prod.
- ci.yaml pins TELEGRAM_TEST_ENV=true for the test contour (it IS the test
environment) instead of a TEST_TELEGRAM_TEST_ENV variable: removes the
confusing double-TEST, telegram-specific, prefixed operator knob and the
secret-vs-variable footgun. Prod (Stage 17) leaves it false.
- deploy/README.md + PLAN.md updated.
- deploy/README.md documents the services, how to run it locally and in CI, and
every variable: required (the four :? ones + ≥1 bot token) and optional with
defaults, marked secret-vs-variable and with the TEST_/PROD_ Gitea mapping;
plus the fixed internal wiring and the host-side setup.
- ci.yaml maps the remaining POSTGRES_DB/USER, DICT_VERSION and LOG_LEVEL (unset
renders empty -> the compose ":-" defaults apply), so every documented var is
per-contour overridable.
- .env.example points at the README for the full reference.
- backend + gateway multi-stage distroless Dockerfiles; the gateway embeds and
serves the SPA at / and /telegram/ via go:embed (committed dist placeholder,
real build baked in by the image's node stage)
- deploy/docker-compose.yml: backend + gateway + Postgres + Telegram connector
(VPN sidecar) + OTel Collector + Prometheus (15d) + Tempo (72h) + Grafana,
fronted by a caddy owning a single /_gm Basic-Auth (admin console + Grafana
subpath); inter-service on a private network, only caddy on the edge network
- new metrics: backend accounts_created_total{kind} (robots excluded) and an
in-memory gateway active_users{window=24h,7d} gauge
- CI: single .gitea/workflows/ci.yaml (unit/integration/ui + a gated test-contour
deploy) on the new feature/* -> development -> master branch model; the old
go-unit/integration/ui-test workflows are folded in; the connector-scoped
compose is retired (superseded by deploy/)
- docs: ARCHITECTURE §11/§12/§13, root + gateway READMEs, CLAUDE.md branching,
PLAN.md (stage 16 done + refinements + Stage 17 forward-notes)
2026-06-05 11:42:26 +02:00
977 changed files with 123590 additions and 8586 deletions
description: "Use before any deploy-touching change to this repo — phrases like '/deploy-check', 'is this prod-safe', 'before we deploy', 'deploy safety review', 'проверь перед деплоем', 'это безопасно для прода'. Runs a pre-deploy checklist of this project's hard-won runtime constraints against the current diff, so the crash classes that have bitten live environments get caught before shipping instead of after."
---
# Pre-deploy runtime-constraint check
Triggered before shipping anything that touches the deploy contour (Dockerfiles,
`deploy/`, Caddyfile, compose, migrations, boot guards, the Telegram side-service,
edge config). The worst frictions in this repo were never logic bugs — they were
**environment mismatches that crashed a live env and forced a redesign**. Run this
list against the diff first; turn crash-and-redesign into a single pass.
This checklist is a prompt, **not** the source of truth. The canonical detail
lives in `deploy/README.md`, `docs/ARCHITECTURE.md`, `docs/EDGE_HTTP3.md`, and the
agent memory files referenced below — read them when an item is in play, and add a
new class here when a new incident teaches one.
## How to run it
1.`git diff <base>...HEAD --stat` to see what the change actually touches.
2. For every risk class below that the diff touches, perform the **Check** and
report PASS / FAIL with the exact file:line to fix. Skip classes the diff does
not touch — say which you skipped and why.
3. Remember: **deploy-job green ≠ healthy**. CI's deploy probe has historically
passed with a dead backend (it only checked static landing+gateway). Verify the
real feature live (`/readyz`, the actual flow) after deploy, not just the green.
## Risk classes
### 1. Container user — distroless nonroot UID 65532
- **Bit us:** TLS keys `chmod 600` for the host owner crash-looped gateway + bot at
boot with "permission denied" — service images run UID 65532.
- **Check:** any new/changed mounted secret, key, or config file must be readable by
UID 65532 (`0644`, not `0600`). Scan the diff for file modes, `chmod`, and new
tar xzf /tmp/dawg.tar.gz -C "${GITHUB_WORKSPACE}/dawg"
- name:Set up Go
uses:actions/setup-go@v5
with:
go-version-file:go.work
cache:true
- name:Generate golden parity vectors
run:|
go run ./backend/cmd/dictgen -dawg-dir "${GITHUB_WORKSPACE}/dawg" -out /tmp/dictgold
go run ./backend/cmd/validategen -dawg-dir "${GITHUB_WORKSPACE}/dawg" -out /tmp/validgold
go run ./backend/cmd/movegen -dawg-dir "${GITHUB_WORKSPACE}/dawg" -out "${GITHUB_WORKSPACE}/movegold"
- name:Set up Node
uses:actions/setup-node@v4
with:
node-version:22
- name:Install pnpm
run:npm install -g pnpm@11.0.9
- name:Install deps
working-directory:ui
run:pnpm install --frozen-lockfile
- name:Local-eval conformance (reader + validator vs the Go engine)
working-directory:ui
env:
DICT_DAWG_DIR:${{ github.workspace }}/dawg
DICT_GOLD_DIR:/tmp/dictgold
DICT_VALID_DIR:/tmp/validgold
DICT_MOVEGEN_DIR:${{ github.workspace }}/movegold
run:pnpm exec vitest run src/lib/dict/
# gate is the single branch-protection required check. It always runs and passes
# only when each upstream job succeeded or was skipped (a path-filtered no-op),
# failing the merge if any actually failed or was cancelled.
gate:
needs:[unit, integration, ui, conformance]
if:always()
runs-on:ubuntu-latest
defaults:
run:
shell:bash
steps:
- name:Aggregate required checks
run:|
fail=
for r in "unit:${{ needs.unit.result }}" "integration:${{ needs.integration.result }}" "ui:${{ needs.ui.result }}" "conformance:${{ needs.conformance.result }}"; do
name="${r%%:*}"; res="${r#*:}"
echo "$name = $res"
case "$res" in
success|skipped) ;;
*) echo "::error::$name=$res"; fail=1 ;;
esac
done
[ -z "$fail" ] || { echo "one or more required jobs failed"; exit 1; }
echo "all required jobs passed or were skipped"
deploy:
# Auto test-deploy on a PR into development and on the push that merges it.
# A PR into master is test-only (this job is skipped); prod deploy is manual.
# Gates on `gate` (so a real test failure blocks the deploy) but runs even when
# some test jobs were path-skipped. Skipped entirely when neither the Go nor the
# UI side changed (e.g. a docs-only change): the contour image is unchanged, so
# there is nothing to redeploy. `changes` still defaults both to true when the
# diff is uncomputable, and a workflow/deploy edit forces both true, so an
# ambiguous or infra change still deploys as a safety net.
Animated logo for the **VK app loading screen** (shown before the SPA assets load).
The Erudit «Э» tile (score `8`) **drops in under gravity, lands with a soft squash —
its left/right edges bulging into a cushion — then springs back up**, looping. A light
"glint" is caught at the moment of the bounce.
| File | Purpose |
|------|---------|
| `erudit-loader.json` | The Lottie to upload to VK. |
| `erudit-loader-preview.gif` | Looping preview. Rendered on a green "baize" background **only in the preview** — the real asset has a **transparent** background. |
| `build/` | The reproducible build pipeline (see *Regenerate*). |
Internal-only domain service for the Scrabble platform (module `scrabble/backend`).
It owns identity/sessions, accounts, and — in later stages — the lobby, game
runtime, robot, chat, history and administration. Its only network consumers are
the `gateway` and the platform side-services; it is never exposed publicly.
It owns identity/sessions, accounts, the lobby, game runtime, robot, chat, history
and administration. Its only network consumers are the `gateway` and the platform
side-services; it is never exposed publicly.
As of Stage 1 the backend provides the foundation: configuration, the HTTP
listener with the `/api/v1` route-group skeleton and probes, the Postgres pool
with embedded goose migrations, OpenTelemetry wiring, an in-memory session cache,
and the durable accounts / identities / sessions data model. The session and
account REST endpoints are added with the `gateway` (Stage 6); Stage 1 ships the
store/service layer they will call.
The backend provides the foundation: configuration, the HTTP listener with the
`/api/v1` route-group skeleton and probes, the Postgres pool with embedded goose
migrations, OpenTelemetry wiring, an in-memory session cache, and the durable
accounts / identities / sessions data model. The session and account REST
endpoints live in the `gateway`; the backend ships the store/service layer they
call.
Stage 2 adds `internal/engine`, the in-process bridge to the `scrabble-solver`
`internal/engine` is the in-process bridge to the `scrabble-solver`
library: a versioned dictionary registry, a deterministic tile bag, and a pure
rules `Game` (legal plays, passes, exchanges, resignations and end-condition
detection) that emits dictionary-independent move records. It is a library only;
the game domain wires it into the process in Stage 3.
the game domain wires it into the process.
Stage 3 adds `internal/game`, the game domain over the engine. Active games are
`internal/game` is the game domain over the engine. Active games are
event-sourced: a `games` row plus an append-only decoded move journal, with the
live `engine.Game` kept warm in a cache and rebuilt by replay on a miss. It
provides create, the play/pass/exchange/resign transitions, an unlimited
score/legality preview, the hint (per-game allowance plus a profile wallet), the
word/score/legality preview, the hint (per-game allowance plus a profile wallet), the
word-check tool with complaint capture, per-player game state, history and GCG
export, per-account statistics on finish, and a background turn-timeout sweeper
that auto-resigns overdue turns (honouring each player's daily away window). Like
Stages 1–2 it is a service/store layer; the HTTP surface lands with the
`gateway` (Stage 6).
the engine it is a service/store layer; the HTTP surface lives in the `gateway`.
Stage 4 adds the lobby and social fabric. `internal/lobby`holds an in-memory
matchmaking pool (FIFO per variant, pairs two humans into an auto-match) and
The lobby and social fabric. `internal/lobby`runs **auto-match** — `Enqueue` opens a
real game seating the caller with an **empty opponent seat** (status `open`) or, when
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 2–4 player game once every
invitee accepts). `internal/social` owns the friend graph (request/accept),
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,
including obfuscated forms) and stored with the sender's IP. `internal/account`
including obfuscated forms) and stored with the sender's IP. Each message carries an
`unread_seats` read bitmask (a set bit per recipient seat still to read it); `MarkRead`
clears a reader's bit when they open the move history or chat, a wired `NudgeClearer`
clears a nudge when its recipient moves, and a wired `NudgeExpirer` clears **all** of a game's
nudges when it finishes (any completion path) — the first two record the publish-to-read latency,
the completion expiry does not (it is not a read); chat messages stay unread on completion.
A friend request (or block) aimed at a **disguised pooled robot** is recorded per game+seat
in `robot_friend_requests` / `robot_blocks`, never against the shared robot account; a
background reaper drops a robot friend request once its game has been finished for **7 days**.
`internal/account`
gains profile editing and the email confirm-code flow (a `Mailer` seam: SMTP or a
development log mailer). The engine now also handles **multi-player drop-out**: in
a 3–4 player game a resignation or timeout drops that seat and the rest play on
(the tile disposition is a per-game setting), the game ending when one active seat
remains. As before this is a service/store layer — chat and nudges are persisted
but their live delivery, and all REST endpoints, arrive with the `gateway`
(Stage 6); the services are exposed via `Server` accessors for those handlers.
but their live delivery, and all REST endpoints, live in the `gateway`; the
services are exposed via `Server` accessors for those handlers.
Stage 5 adds the robot opponent (`internal/robot`). A pool of durable accounts —
The robot opponent (`internal/robot`). A pool of durable accounts —
each a `kind='robot'` identity, provisioned at startup with chat and friend
requests blocked — backs a human-like name pool. A background driver plays the
requests blocked — carries human-like names. The disguised reaper stamps a **fresh per-game name** on
the robot's seat (a `game_players.display_name` snapshot — which also freezes humans' names per game, so
a later rename never rewrites past games) drawn from a wide composed corpus (Western locales, native
Japanese/Chinese, a gender-agreed Russian pool, and handles); a Russian game stays Cyrillic with ≤20%
Latin and no CJK script, an English game uses the full corpus (`namevariety.go`, `PickNamed`). A
background driver plays the
robot's moves through the public game API as an ordinary seated player (so only
`internal/engine` imports the solver): it decides once per game whether to play to
win (≈ 40%), targets a small score margin, and times its moves with a right-skewed
delay, a night-sleep window anchored to the opponent's timezone, and nudge
win (≈ 40%), targets a small score margin — with an occasional off-strategy move that tapers to
none as the bag empties — and times its moves with a move-number-aware
right-skewed delay (quick openings, long endgames), a night-sleep window anchored to the opponent's timezone, and nudge
behaviour — all derived deterministically from the game seed, so it keeps no extra
state. The matchmaker now substitutes a pooled robot after a 10-second wait and
exposes `Poll` so a waiting player can collect the started game (the live
match-found notification arrives with the `gateway`).
state. In a dead-drawn endgame — the last two journal moves are both passes, so the robot is bound
to pass again — it shortens that delay to a `[0.8, 1.5]×` band around the human's last-move think
time (the gap between the last two moves), clamped to `[30 s, 8 min]` and `min`-ed with the normal
delay, so a decided game is not dragged out while the robot never moves slower than usual. A background **reaper** seats a pooled robot (matching the game's language) in any open
game whose wait window — a fixed **90 s** plus a random **0–90 s** (so **90–180 s**) — has
elapsed, and the waiting starter is told an opponent took the seat by an in-app
**opponent_joined** push (carrying their refreshed game state) that fills the opponent card and
re-enables resign and chat in place.
Stage 6 opens the backend to the edge. The route groups gain their first
The same robot also backs an **honest-AI quick game** (`games.vs_ai`), the alternative to the random
path that the player chooses on New Game. `Matchmaker.StartVsAI` picks a pooled robot and creates a
game **already seated and active** (random seat order) — it never enters the open pool. The robot
driver has a `vs_ai` branch (no sleep, no proactive nudge, zero delay) plus a focused
`DriveGame`/`TriggerMove` fast path wired from the game service's after-create/after-commit hook
(`SetAITrigger`), so the robot replies the instant the player moves. AI games keep the same strength
(`playToWin`), have **no per-move timeout** (`turn_timeout_secs = AIInactivityTimeout`, 7 days, so an
abandoned game is lost after a week of inactivity — only the human is ever on the clock), record **no
statistics** (skipped in `commit`), and disable chat/nudge (`social``VsAI` → `ErrGameVsAI`).
The backend opens to the edge. The route groups gain their first
handlers (`internal/server/handlers_*.go`): gateway-only session endpoints under
`/api/v1/internal` (Telegram/guest/email login → mint, resolve, revoke) and a
slice of authenticated `/api/v1/user` operations (profile, submit play, game
state, lobby enqueue/poll, chat). Stage 8 fills in the social/account/history
operations under `/api/v1/user`: `friends/*` (request/respond/cancel/unfriend,
state, lobby enqueue, chat). The social/account/history operations under
| `BACKEND_DICT_VERSION` | `v1` | Dictionary version new games pin. |
| `BACKEND_DICT_VERSION` | `v1` | Version label for the flat dictionary dir. Recorded in a `.seed_version` marker on first boot and authoritative after: on a seeded volume a changed value is ignored (it seeds only a fresh volume) — the seed-drift guard (ARCHITECTURE.md §5). |
| `BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL` | `1m` | How often the turn-timeout sweeper runs. |
| `BACKEND_GAME_CACHE_TTL` | `24h` | Idle window before a live game is evicted from cache. |
| `BACKEND_LOBBY_ROBOT_WAIT` | `10s` | Auto-match wait before a robot is substituted for a missing human. |
| `BACKEND_LOBBY_REAPER_INTERVAL` | `1s` | How often the substitution reaper scans for over-waited players. |
| `BACKEND_ROBOT_DRIVE_INTERVAL` | `30s` | How often the robot driver scans for due robot turns. |
| `BACKEND_SMTP_HOST` | — | Email relay host. **Empty selects the development log mailer** (the confirm-code is logged, not sent). |
| `BACKEND_SMTP_HOST` | — | Confirm-code relay host. **Empty selects the development log mailer** (the code is logged, not sent). |
| `BACKEND_SMTP_PORT` | `587` | Relay port. No client certificate is needed (the server cert is validated against the system roots). |
| `BACKEND_SMTP_TLS` | — | Transport security: `ssl` (implicit TLS from connect) or `starttls`. Empty derives it from the port (implicit on `465`, STARTTLS otherwise); set it for a relay on a non-standard port (e.g. Selectel's `1127` = SSL, `1126` = STARTTLS). |
| `BACKEND_SMTP_FROM` | `no-reply@localhost` | From address. A deployed contour must use the prod domain (the relay only accepts its verified sender domain). |
| `BACKEND_PUBLIC_BASE_URL` | — | Canonical public origin (scheme + host) for links in the email. **Required when `BACKEND_SMTP_HOST` is set.** Never derived from a request Host header (anti-injection). |
| `BACKEND_CONNECTOR_ADDR` | — | the gateway bot-link relay gRPC address for admin-console operator broadcasts. Empty disables broadcasts. |
| `BACKEND_GUEST_REAP_INTERVAL` | `1h` | How often the abandoned-guest reaper sweeps. |
| `BACKEND_GUEST_RETENTION` | `720h` | Account age past which a guest with no game seat is deleted. |
| `BACKEND_HIGHRATE_FLAG_THRESHOLD` | `1000` | Gateway-reported rejected calls within the window past which an account is soft-flagged. |
| `BACKEND_HIGHRATE_FLAG_WINDOW` | `10m` | The rolling window those rejections accumulate over. |
## Run
```sh
docker run -d --name scrabble-pg -e POSTGRES_PASSWORD=dev -p 5432:5432 postgres:17-alpine
# DAWGs: extract the dictionary release artifact (or point at a local scrabble-solver/dawg):
// sampleFixture is the JSON committed with the .dawg so the TypeScript cursor test
// knows the exact word set (as alphabet indexes) to expect from enumeration.
typesampleFixturestruct{
Alphabetstring`json:"alphabet"`
NumAddedint`json:"numAdded"`
Words[]string`json:"words"`
Indexes[][]int`json:"indexes"`
}
// genFixture is the move-generation golden set for one sample dictionary.
typegenFixturestruct{
RulesetgenRuleset`json:"ruleset"`
Cases[]genCase`json:"cases"`
}
// genRuleset is the scoring data the TS side rebuilds so evaluate() matches the Go
// solver: letter values, premium multipliers per square, the centre, rack size and bonus.
typegenRulesetstruct{
Sizeint`json:"size"`
Colsint`json:"cols"`
Centerint`json:"center"`
RackSizeint`json:"rackSize"`
Bingoint`json:"bingo"`
Values[]int`json:"values"`
LetterMult[][]int`json:"letterMult"`
WordMult[][]int`json:"wordMult"`
}
// genTile is one placed tile (a board tile or a move placement).
typegenTilestruct{
Rowint`json:"row"`
Colint`json:"col"`
Letterint`json:"letter"`
Blankbool`json:"blank"`
}
// genRack is a rack as a multiset of letter indexes plus a blank count.
typegenRackstruct{
Letters[]int`json:"letters"`
Blanksint`json:"blanks"`
}
// genMove is one ranked generated play: its orientation, placed tiles and total score.
typegenMovestruct{
Dirint`json:"dir"`
Tiles[]genTile`json:"tiles"`
Scoreint`json:"score"`
}
// genCase is one generation position: the tiles already on the board (empty when
// none), the rack, the mode/rule and the ranked moves the solver returns.
typegenCasestruct{
Namestring`json:"name"`
Placed[]genTile`json:"placed"`
RackgenRack`json:"rack"`
Modeint`json:"mode"`
IgnoreCrossWordsbool`json:"ignoreCrossWords"`
Moves[]genMove`json:"moves"`
}
funcmain(){
out:=flag.String("out","ui/src/lib/dict/testdata","output directory for fixtures")
dawgDir:=flag.String("dawg-dir","","when set, emit real-dictionary move-gen golden from the .dawg files in this dir (conformance mode) instead of the committed samples")
where=robotExists+` = false AND a.deleted_at IS NOT NULL`
default:
where=robotExists+` = false AND a.deleted_at IS NULL`
}
ifname!=""{
args=append(args,name)
where+=fmt.Sprintf(` AND (a.display_name ILIKE $%d ESCAPE '\' OR a.deleted_display_name ILIKE $%d ESCAPE '\')`,len(args),len(args))
}
ifext!=""{
args=append(args,ext)
where+=fmt.Sprintf(` AND (EXISTS (SELECT 1 FROM backend.identities i WHERE i.account_id = a.account_id AND i.external_id ILIKE $%d ESCAPE '\') OR EXISTS (SELECT 1 FROM backend.retained_identities r WHERE r.account_id = a.account_id AND r.external_id ILIKE $%d ESCAPE '\'))`,len(args),len(args))
}
ifemail!=""{
args=append(args,email)
where+=fmt.Sprintf(` AND (EXISTS (SELECT 1 FROM backend.identities i WHERE i.account_id = a.account_id AND i.kind = 'email' AND i.external_id = $%d) OR EXISTS (SELECT 1 FROM backend.retained_identities r WHERE r.account_id = a.account_id AND r.kind = 'email' AND r.external_id = $%d))`,len(args),len(args))
}
returnwhere,args
}
// ListUsers returns the filtered admin user list, newest first, paginated.
q:=`SELECT a.account_id, a.display_name, a.preferred_language, a.is_guest, a.flagged_high_rate_at, a.created_at, `+robotExists+` AS is_robot, (a.deleted_at IS NOT NULL) AS is_deleted
FROM backend.accounts a WHERE `+where+
fmt.Sprintf(` ORDER BY a.created_at DESC LIMIT $%d OFFSET $%d`,len(args)+1,len(args)+2)
args=append(args,limit,offset)
rows,err:=s.db.QueryContext(ctx,q,args...)
iferr!=nil{
returnnil,fmt.Errorf("account: list users: %w",err)
{"chatmessage",ChatMessageDetailView{ID:"m1",GameID:"g1",SenderID:"a1",SenderName:"Kaya",Source:"telegram",Kind:"message",Body:"good luck",Unread:true,Seats:[]ChatSeatStatusRow{{Seat:0,AccountID:"a1",DisplayName:"Kaya",Role:"sender"},{Seat:1,AccountID:"b2",DisplayName:"Opp",Role:"unread"}}},"Read by seat"},
{"feedback_detail",FeedbackDetailView{ID:"f1",AccountID:"a1",SenderName:"Kaya",Channel:"telegram",InterfaceLanguage:"en",Body:"please fix the board",HasAttachment:true,AttachmentName:"shot.png",IsImage:true,Banned:true},"Interface language"},
{{if .IsDefault}}<p class="note">The default campaign is perpetual and fills the unsold remainder — only its name and messages are editable.</p>{{end}}
<p class="note">Shows to <em>everyone</em>, always — bypassing paid accounts, hint wallets and the no-banner role. While any urgent campaign is live it is the only thing the strip shows (other campaigns and the default are suppressed). For system alerts.</p>
<p class="note">Live preview of the strip on both themes. An empty override falls back to the neutral theme colours; the top/bottom border is derived from the background.</p>
var TOK={light:{bg:'#e3e7ee',fg:'#6b7280',link:'#2f6df6'},dark:{bg:'#272f3c',fg:'#9aa3b2',link:'#5b8cff'}};
function byName(n){return document.querySelector('[name="'+n+'"]');}
var allOn=byName('override_all_on'), darkOn=byName('override_dark_on');
if(!allOn||!darkOn){return;}
var f={ab:byName('override_bg'),af:byName('override_fg'),al:byName('override_link'),db:byName('override_bg_dark'),df:byName('override_fg_dark'),dl:byName('override_link_dark')};
var lightEl=document.getElementById('prev-light'), darkEl=document.getElementById('prev-dark');
function hexToRgb(h){h=h.replace('#','');return [parseInt(h.slice(0,2),16),parseInt(h.slice(2,4),16),parseInt(h.slice(4,6),16)];}
function pad(x){x=Math.max(0,Math.min(255,Math.round(x))).toString(16);return x.length<2?'0'+x:x;}
function rgbToHex(r){return '#'+pad(r[0])+pad(r[1])+pad(r[2]);}
function mix(a,b,t){return [a[0]+(b[0]-a[0])*t,a[1]+(b[1]-a[1])*t,a[2]+(b[2]-a[2])*t];}
function lum(r){return (0.2126*r[0]+0.7152*r[1]+0.0722*r[2])/255;}
// Derived border: nudge the background 14% toward black on a light bg, toward white on a dark bg.
function border(bg){var r=hexToRgb(bg);return rgbToHex(mix(r, lum(r)>0.5?[0,0,0]:[255,255,255], 0.14));}
<p class="note">Each message must be filled in both languages; the viewer sees the variant for the bot they play through. The messages of a campaign share its show weight, rotating in this order.</p>
<aside class="help">
<h4>Formatting</h4>
<p>Plain text is shown as-is (any HTML is escaped).</p>
<p>Add a link with markdown — <code>[visible text](https://example.com)</code> — which renders as the linked <em>visible text</em>.</p>
<p>Only <code>https://</code>, <code>http://</code> and root-relative <code>/path</code> targets become links; any other scheme (e.g. <code>javascript:</code>, <code>ftp:</code>) is dropped and shown as plain text.</p>
<p>Keep it short: an over-long line scrolls in the strip; the same formatting applies when editing a message above.</p>
<p class="note"><a href="/_gm/banners">← all campaigns</a></p>
<h1>Banner display timings</h1>
{{with .Data}}
<p class="note">Global timings the client's banner rotator reads. Out-of-range values are clamped on save. The transition between messages is fade-out, then a gap, then fade-in (skipped under reduce-motion).</p>
<label>Hold (ms) — how long one message shows <input type="number" name="hold_ms" min="3000" max="600000" value="{{.HoldMs}}" required></label>
<label>Edge pause (ms) — pause at each end before/after scrolling a long message <input type="number" name="edge_pause_ms" min="0" max="60000" value="{{.EdgePauseMs}}" required></label>
<label>Scroll speed (px/s) — for a message wider than the strip <input type="number" name="scroll_px_per_sec" min="5" max="1000" value="{{.ScrollPxPerSec}}" required></label>
<p class="note">Campaigns compete for the one-line banner shown to free users (no paid account, an empty hint wallet, and no <code>no_banner</code> role). A campaign's weight is a show percent; the perpetual <strong>default</strong> campaign fills the remainder up to 100% and drops out of the rotation when timed campaigns already total 100%. <a href="/_gm/banner-settings">Display timings →</a></p>
<p class="note">A <strong>pack</strong> funds chips (a money price per rail — RUB via direct, VOTE via vk, XTR via telegram); a <strong>value</strong> buys benefits with chips (a CHIP price). Archived products are hidden from players but still credit an in-flight payment and can be granted. A product with transactions can only be archived, not deleted. Amounts are in minor units (RUB kopecks; VOTE/XTR/CHIP whole). The <code>tournament</code> atom is not sellable yet — keep such a product archived.</p>
{{if not .Transacted}}<form class="form" method="post" action="/_gm/catalog/{{.ID}}/delete" onsubmit="return confirm('Delete this product? It has never been transacted, so this is safe and permanent.')"><button type="submit">Delete</button></form>{{end}}
<p class="note">Upload the release archive <code>scrabble-dawg-vX.Y.Z.tar.gz</code> downloaded from the scrabble-dictionary repository. The next step previews the added and removed words per variant; nothing is installed until you confirm.</p>
<p>Comparing the uploaded archive against the active version <span class="pill">{{.ActiveVersion}}</span>. Review the changes below, then confirm to install and activate.</p>
{{if .HasRobot}}<p><small>Play-to-win is decided once per game from the bag seed; robots play to win in ~{{.RobotTargetPct}}% of games.</small></p>{{end}}
</section>
{{if .SetupDraws}}
<section class="panel"><h2>First-move draw</h2>
<p class="note">Each player draws a tile; the one closest to “A” moves first (a blank beats every letter), ties re-drawing until a single leader remains.{{if .FirstMover}} <b>{{.FirstMover}}</b> leads.{{end}}</p>
function esc(s){const d=document.createElement("div");d.textContent=s==null?"":s;return d.innerHTML;}
function tileHTML(t){const sub=(t.v&&t.v>0)?"<sub>"+t.v+"<\/sub>":"";return "<span class=\"tile"+(t.b?" blank":"")+"\">"+esc(t.l)+sub+"<\/span>";}
function placedAt(k){const m={};for(let s=1;s<=k;s++){const mv=REPLAY.steps[s]&&REPLAY.steps[s].move;if(mv&&mv.placements){for(const p of mv.placements){m[p.r+","+p.c]=p;}}}return m;}
function render(){renderBoard();renderRacks();renderLog();posEl.textContent=step+" / "+(REPLAY.steps.length-1);prevBtn.disabled=step<=0;nextBtn.disabled=step>=REPLAY.steps.length-1;}
<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>
<p class="note">Filtered{{if .GameID}} to game <a href="/_gm/games/{{.GameID}}">{{.GameID}}</a>{{end}}{{if .UserID}} from <a href="/_gm/users/{{.UserID}}">sender</a>{{end}} · <a href="/_gm/messages">clear</a></p>
<p class="note">A zero quantity / blank price removes that atom / price. Amounts are in minor units. Saving revalidates the sellable shape when the product is active. Archive / unarchive from the <a href="/_gm/catalog">catalog list</a>.</p>
<p class="note">Reasons offered when blocking a user; each is shown to the blocked player in their own language. Editing or deleting a reason does not change a reason already shown to a currently-blocked player (blocks snapshot the text).</p>
<td>{{if and (eq .Kind "fund") .Order}}<form class="form" method="post" action="/_gm/users/{{$uid}}/refund" onsubmit="return confirm('Refund this order in full? Record the money refund on the rail first; this revokes the chips (floored at 0).')"><input type="hidden" name="order_id" value="{{.Order}}"><button type="submit">Refund</button></form>{{end}}</td></tr>
{{end}}
</tbody>
</table>
<p class="note"><a href="/_gm/ledger.csv">Export the full ledger (CSV)</a> — all accounts, for tax + reconciliation.</p>
{{else}}<p class="note">payments not enabled</p>{{end}}
</section>
<section class="panel"><h2>Grant benefits</h2>
{{if .Grant.Present}}
<p class="note">A zero-price admin sale of a value — <strong>never chips</strong>. The origin is your compliance choice. The by-product grant applies a defined bundle, including an archived reward product.</p>
<label>Grant role <select name="role">{{range .KnownRoles}}<option value="{{.}}">{{.}}</option>{{end}}</select></label>
<div><button type="submit">Grant</button></div>
</form>
</section>
{{if .MoveChart}}
<section class="panel"><h2>Move timing</h2>
<p class="note">Think time per move number across all games — <span class="lg lg-min">min</span> · <span class="lg lg-avg">mean</span> · <span class="lg lg-max">max</span>.</p>
<form class="form" method="post" action="/_gm/users/{{.ID}}/remove-email" onsubmit="return confirm('Erase the email identity from this account? The address will be freed.')">
<button type="submit">Erase email</button>
</form>
{{end}}
</section>
<section class="panel"><h2>Deletion & retention</h2>
<form class="form" method="post" action="/_gm/users/{{.ID}}/delete" onsubmit="return confirm('Delete this account? Its credentials are journalled and freed, its data anonymised, and its sessions revoked. This cannot be undone.')">
<thead><tr><th>Account</th><th>Display name</th><th>Kind</th><th>Lang</th><th>Created</th><th title="per-move think time across all games">Move min</th><th>avg</th><th>max</th></tr></thead>
// ActionTimeout is the auto-resignation a missed turn becomes; recorded by
// the game domain in a later stage, never produced by the engine itself.
// the game domain, never produced by the engine itself.
ActionTimeout
)
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Block a user
Blocking a user prevents them from interacting with repositories, such as opening or commenting on pull requests or issues. Learn more about blocking a user.