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developer e836dfefba Merge pull request 'release: promote development → master (v1.21.0)' (#272) from development into master 2026-07-14 20:29:04 +00:00
developer 39e03d22e4 Merge pull request 'release: v1.20.1 — real client IP to backend (last-login fix) + host UTC' (#265) from development into master 2026-07-14 09:44:43 +00:00
developer aaf162de40 Merge pull request 'release: v1.20.0 — offline-UX, catalog order + admin toggles, reward-config admin' (#263) from development into master 2026-07-14 09:02:54 +00:00
developer 5ce9f7e9b4 Merge pull request 'chore(release): promote development to master' (#258) from development into master 2026-07-13 22:21:59 +00:00
developer 3456a0b3ff Merge pull request 'release: v1.18.0 — /support command in the Telegram bot' (#252) from development into master 2026-07-13 07:39:06 +00:00
developer a41281c495 Merge pull request 'release: v1.17.0 — implicit offline model + two-tier client-version gate + unified lobby' (#250) from development into master 2026-07-13 01:06:35 +00:00
developer 516ffbe5f0 Merge pull request 'release: v1.16.0 — offer live pricing, bot health telemetry, edge blocklist' (#247) from development into master 2026-07-11 11:56:09 +00:00
developer 6badc20078 Merge pull request 'Release v1.15.0 — in-game UX + wallet redesign + WAL-alert fix' (#243) from development into master 2026-07-10 16:15:20 +00:00
developer 0ca01133b5 Merge pull request 'Release v1.14.1 — ansible certs-dir fix + Robokassa go-live' (#239) from development into master 2026-07-10 10:58:38 +00:00
developer 45f0b34881 Merge pull request 'Release v1.14.0 — monetization launch (E5-E8)' (#237) from development into master 2026-07-10 10:11:02 +00:00
developer 18785efc8c Merge pull request 'release v1.13.0: payments wallet mechanics + database point-in-time recovery' (#220) from development into master 2026-07-08 23:42:15 +00:00
developer 780ff68ec2 Merge pull request 'release: offline mode + local pass-and-play (hotseat) — proposed v1.12.0' (#212) from development into master 2026-07-07 14:40:43 +00:00
developer 57ff2d03f8 Merge pull request 'Release v1.11.0: PWA install + code-only PWA login + email/metrics fixes' (#187) from development into master 2026-07-05 21:02:08 +00:00
developer a9d0986e74 Merge pull request 'Release v1.10.0: banner colours + urgent, and 3 UI fixes' (#183) from development into master 2026-07-05 14:10:25 +00:00
developer 45957bdcd6 Merge pull request 'Release: promote development → master (old Android WebView support + unsupported-engine telemetry)' (#178) from development into master 2026-07-04 21:23:29 +00:00
developer 829e29a726 Merge pull request 'Release v1.8.0: prod build fix (re-promote)' (#175) from development into master 2026-07-03 21:48:13 +00:00
developer 399508f2f0 Merge pull request 'Release v1.8.0: promote development → master' (#173) from development into master 2026-07-03 21:31:25 +00:00
developer 3a18e683ca Merge pull request 'release: VK Mini App + landscape UI + dict v1.3.1 seed (development→master)' (#144) from development into master 2026-06-30 05:37:43 +00:00
developer 93d086a8a3 Merge pull request 'release: v1.7.0 — Telegram Mini App embedding enhancements' (#138) from development into master 2026-06-24 11:49:44 +00:00
developer 8fe1bdba6b Merge pull request 'release: v1.6.0 — promo deep-link seeds EN variant (+ UI nits)' (#135) from development into master 2026-06-23 21:02:19 +00:00
developer 7923b3cc09 Merge pull request 'release v1.5.1: support-relay card + topic-reopen fixes' (#133) from development into master 2026-06-23 16:54:01 +00:00
developer 4891216749 Merge pull request 'release v1.5.0: Telegram bot support relay' (#131) from development into master 2026-06-23 16:16:04 +00:00
developer f1b8769c89 Merge pull request 'release: v1.4.1 — Telegram nav (windowed, own back button, debug panel)' (#129) from development into master 2026-06-23 13:27:31 +00:00
developer b6f28a2423 Merge pull request 'release: v1.4.0 — Telegram launch diagnostic + dynamic SDK load' (#127) from development into master 2026-06-23 08:40:09 +00:00
developer e32ee9ce68 Merge pull request 'Release: development → master' (#125) from development into master 2026-06-22 22:36:42 +00:00
developer dc946a1faf Merge pull request 'release v1.2.2: edge HTTP/3 stall fix + db-size dashboard threshold' (#121) from development into master 2026-06-22 19:50:58 +00:00
developer 384bd143d0 Merge pull request 'Promote development → master: banner tip set + banner/push language fix' (#114) from development into master 2026-06-22 18:28:00 +00:00
developer c5d22fceca Merge pull request 'Promote development → master: Erudit blank star + dictionary v1.3.0 pin' (#111) from development into master 2026-06-22 13:12:01 +00:00
developer deaa7a29c5 Merge pull request 'Promote development → master (docs finalize + UI tweaks + Telegram name fallback)' (#108) from development into master 2026-06-22 07:27:40 +00:00
developer 24017bcb7f Merge pull request 'Promote development → master (deploy v2: versioning + visible jobs + rollback)' (#106) from development into master 2026-06-22 06:01:03 +00:00
developer 2c4f4b10dc Merge pull request 'Promote development → master (initial production release: pre-release line + Stage 18)' (#104) from development into master 2026-06-22 05:05:48 +00:00
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# apple/ — native iOS/iPadOS app plan
Native **SwiftUI** application for iPhone and iPad, written **from scratch** (not a Capacitor
wrapper, unlike the Android app under `ui/android`). This document is the **source of truth and
continuity** for the effort: it lives in the repo so it travels to whatever machine does the work —
in particular the **Mac Claude session** that does the actual building. Read it first; append to it
as decisions land. Nothing here is final until built and verified; any decision can be reopened.
Items still open carry an **[OPEN / TRACKED]** or **[GATE]** marker.
Chat with the owner is in Russian per the user-level guide; this doc, like all repo docs, is in
**English**.
---
## 0. Working model — two contexts
- **Mac (primary).** All real development happens in a **Claude session on the Mac**: SwiftUI code,
`xcodebuild`, Simulator, tests, screenshots, signing, TestFlight/App Store. The Apple toolchain is
native there.
- **Linux dev-host (this repo's usual environment).** Used only to **lay groundwork for CI** (a macOS
runner, later) and to edit platform-agnostic Swift packages / docs. It **cannot** build or run an
iOS app — SwiftUI/UIKit and the iOS SDK exist only inside Xcode on macOS. (Swift the language runs
on Linux, but that is server-side Swift, irrelevant to iOS UI.)
Consequence: the heavy loop (build/sim/screenshot) is Mac-only; keep the SwiftUI shell thin and push
logic into plain Swift packages — good for testability regardless of host.
---
## 1. Tooling to install / verify on the Mac host
Do this first on the Mac before any code. The owner already has Xcode + Command Line Tools + a
simulator installed generally; the steps below are mostly **verify**, a few are **install**.
### Verify (already present, confirm versions)
- **Xcode 26** (latest) — we always build against the **newest SDK** (this is what grants the iOS 26
Liquid Glass appearance to standard controls; see §3). Confirm `xcodebuild -version`.
- **Command Line Tools** — `xcode-select -p` points at the Xcode 26 toolchain.
- **Swift 6** toolchain (bundled with Xcode 26) — `swift --version`.
- **Simulator runtimes** — need **both**:
- **iOS 18** runtime (our minimum deployment target — verify the app runs/looks correct there),
- **iOS 26** runtime (latest — verify Liquid Glass appearance).
Check under Xcode ▸ Settings ▸ Platforms; install any missing runtime there.
### Install (Homebrew, sudo-free where possible)
- **XcodeGen** — `brew install xcodegen`. Generates the `.xcodeproj` from a declarative `project.yml`
(see §4). This is the project-management tool of record.
- **swiftlint** and/or **swift-format**`brew install swiftlint swift-format`. Lint/format gate.
- *(optional, CI ergonomics)* **xcbeautify**`brew install xcbeautify`, prettifies `xcodebuild`
logs. Not required for local work.
### No install needed (SPM dependencies, pulled by the build)
- **swift-snapshot-testing** (Point-Free, open-source) — snapshot tests, added as an SPM package.
- **MetricKit** — first-party Apple framework for crash/hang/diagnostic capture; nothing to install.
### Deferred / not now
- **Apple Developer account** — in process; see the gate in §11. Not required to start (Simulator work
is unblocked without it).
- **fastlane / signing automation** — only when we reach device builds / CI / release. Revisit then.
- **macOS CI runner** (Gitea Actions on a Mac, or a cloud Mac) — the Linux-side groundwork; designed
later.
---
## 2. Fixed decisions
| Topic | Decision |
|---|---|
| Language / UI | Native **SwiftUI**, from scratch; **not** Capacitor. |
| Targets | **iPhone first**, then **iPad** (iPadOS) as a first-class target: reuse controls, adapt via layout. Possibly macOS/Catalyst far later — do not design for it now, but the `apple/` name leaves the door open. |
| Minimum OS | **iOS 18** (reaches ~A12 devices, iPhone XS/XR and newer; wide parity). Always **build with the latest SDK** (Xcode 26). |
| Directory | **`apple/`** in this monorepo (covers iPhone/iPad/future Mac; `ios/` too narrow, `swiftui/` names a framework not a platform). CI + docs stay co-located with the engine/wire. |
| Project tooling | **XcodeGen** (`project.yml`) + **SPM** modules. Not a hand-managed `.xcodeproj` (merge-hostile `project.pbxproj`, opaque, non-reproducible). Tuist only if modularization outgrows XcodeGen. |
| State management | **`@Observable`** (Observation framework), the idiomatic first-party default. **Not TCA** (heavy boilerplate, steep curve, large dependency; its benefits do not pay off at our size). Introduce a light unidirectional pattern by hand only where genuinely needed. |
| Concurrency | **Swift 6 strict concurrency** from the start (actors / `Sendable`) — cheaper to write new than to retrofit. |
| Localization / a11y | **First-class from the first screen**: RU/EN via String Catalogs, Dynamic Type, Dark Mode, Reduce Motion. Cheap now, expensive to retrofit. |
| Design relationship to web | **Not a mirror of the web app.** Board + game mechanics are preserved; the rest is designed fresh with iOS-native idioms. |
| UI philosophy | **System controls by default, custom only when necessary.** (Also "modern for free": Liquid Glass auto-applies to standard chrome on iOS 26.) |
| Auth | **Sign in with Apple** (required by Apple when any third-party social login is offered) **plus** email / VK / Telegram / … in the usual stacked-button login. Backend already has VK/TG/email; Apple is the only new provider. Details deferred to the descriptive phase. |
| Payments | Target **both** external rails (Robokassa / analogs, primary for RU) **and** Apple IAP, behind a **region-aware payment seam**. See §9 for the out-of-region reject risk (tracked separately). |
| Bundle id | Reuse **`ru.eruditgame.app`** (Apple/Google namespaces are independent; one bundle id for the universal iPhone+iPad app). |
| Design scope vs delivery | **Design/inventory scope = the full (online) app** — describe every moving part up front (online has more by design). **Implementation/delivery may stage** (stub online surfaces + stub engine first, wire real behind the same seams later). These are different axes; do not shrink the *design* to offline-first. |
| Crash reporting | **MetricKit only** (first-party, self-hosted upload; see §8). No PLCrashReporter, no Sentry for now. |
| Analytics | **None.** Nothing is tracked. No speculative "entry points" either (YAGNI; cheap to add later since actions centralize in `@Observable` models). Monitoring stays backend-only, as today. |
| Onboarding | **TipKit** (first-party, iOS 17+) for the coachmark tours, not a custom dimmed-overlay reimplementation of the web coachmarks. |
| Login (v1 surface) | **Sign in with Apple + email + guest.** VK / Telegram sign-in **deferred** to a later delivery (the login screen extends trivially with more stacked buttons). Note: with no third-party *social* provider in v1, SIWA is technically optional (email is not a social login), but we ship it deliberately; once VK/TG land it becomes mandatory. |
| Wallet / store / ad banner | **Designed in v1** (full inventory), **delivery staged.** Keeps the region-aware payment seam + the out-of-region reject risk (§10) in scope from the start. |
---
## 3. Why "min iOS 18" does not freeze the design (reference)
Appearance is governed by the **SDK you build against** + whether you use **standard components**,
**not** by the deployment target. Building with the iOS 26 SDK means standard controls
(NavigationStack, toolbars, TabView, Button, List, sheets, alerts, Form) **automatically** adopt
Liquid Glass on iOS 26, and render the iOS 18 style on iOS 18 — with no per-version code. iOS 26-only
APIs (e.g. `.glassEffect` on custom views) are used behind `if #available(iOS 26, *)` with a fallback.
**Custom-drawn UI** (board, tiles, score) looks identical on every version because we own it — so the
minimum has almost no visual cost for the game's core surface.
---
## 4. Proposed layout under `apple/` (to refine at setup)
```
apple/
project.yml # XcodeGen spec (committed; the .xcodeproj is generated, gitignored)
App/ # thin app target: @main entry, Info.plist, entitlements, asset catalog, app icon, capabilities, signing
Packages/ # SPM modules — the real code (merge-friendly, testable; non-UI ones buildable on Linux)
Domain/ # game state, rules glue, scoring, turn model (platform-agnostic)
Engine/ # Swift port of the move generator/validator/scorer + DAWG reader (parity-pinned) — later
Wire/ # Connect-Swift + FlatBuffers client to the gateway (same wire as web/Android)
DesignSystem/ # tokens, typography (SF), board/tile visual spec, reusable components
Features/ # per-screen feature modules (views + @Observable models)
DataMocks/ # mock implementations of the data protocols (the "seam"); powers Previews + e2e stubs
Tests/ # or per-package tests: Swift Testing, snapshot, XCUITest
README.md
```
Workflow discipline (XcodeGen): the generated `.xcodeproj` is a **disposable artifact** — never edit
project structure in the Xcode UI expecting it to persist; change `project.yml` and regenerate. Files
are picked up by globs, not hand-listed. XcodeGen passes through arbitrary raw build settings and
custom build phases, so custom needs are expressible; worst case escape hatches are committing the
`.xcodeproj` or migrating to Tuist — no dead end.
---
## 5. Determining optimization principles
These five shape the architecture from the start (not "add later"):
1. **Push (APNs) instead of a live socket while backgrounded.** For a turn-based game we do **not** hold
a socket in the background; the opponent's move arrives via **push**. This is an energy-architecture
decision, not just notifications — it puts APNs on the critical path.
2. **Board rendered with `Canvas`**, not a tree of ~225 `View` nodes (far cheaper in perf and memory).
3. **Engine off the main thread** — move generation, DAWG traversal, scoring, hints run on a background
actor/Task; the UI stays responsive. Swift 6 concurrency enforces this.
4. **`mmap` the dictionary (DAWG)** — memory-map, do not load the whole thing into RAM; low footprint.
5. **Fast silent boot + spinner-less resume via cache.** Show UI instantly; move heavy init (dictionary
prep) off the launch path (lazy until first needed). On foreground, render the persisted state
immediately and **silently** re-establish the stream, reconciling deltas — no blocking overlay. (Same
spirit as the Android native "silent+fast boot" and the web "offline return-online poll".)
### Lifecycle / background (the mechanism behind #1 and #5)
`ScenePhase`: on `.background`/`.inactive` tear down the live stream, stop timers, release resources; on
`.active` resume from cache + silent reconnect. Respect **Low Data Mode / cellular**
(`NWPathMonitor.isConstrained/isExpensive`). Batch network to avoid keeping the radio awake (radio tail).
---
## 6. Hygiene practices (apply as we go)
- **Memory warnings** — purge caches; watch for retain cycles (`[weak self]` around streams/observation).
- **Kill any animation while backgrounded** (do not tick the turn clock in the background).
- **Low Power Mode** (`ProcessInfo.isLowPowerModeEnabled`) — trim animations/background activity.
- **Reduce Motion** (`accessibilityReduceMotion`) — drop lavish animations (accessibility **and** battery).
- **Thermal state** — reduce load under throttling.
- Let the screen sleep; no needless wake locks. No sensors (geo/motion) — none are needed.
---
## 7. Storage — persist eagerly, do not trust `willTerminate`
There is **no reliable destructive callback** on iOS: `willTerminate` is often **not** called (swipe
force-kill, memory kill happen silently). Relying on catching a "destroy" event is a trap.
Pattern: **persist on the way to background** (`scenePhase → .inactive/.background`); snapshot the state
that matters (in-progress tile placement on the board, an uncommitted move). For the uncommitted
placement, also persist **incrementally** on meaningful changes (a tile placed / removed), **coalesced**
(not on every drag pixel). Data volume is tiny, writes are cheap. Store: SwiftData or plain file/SQLite —
decide at implementation. Net effect: even a silent kill loses nothing; the last valid state is on disk.
---
## 8. Testing — take all three layers
The mock **seam** (protocol-backed data access with `DataMocks`) is both the Preview data source **and**
the e2e stub mechanism.
1. **Unit — Swift Testing** (`import Testing`, `@Test`, `#expect`): domain/logic, engine **parity golden
tests**, wire **codec** tests, view-models. Pure (non-UI) SPM packages are **Linux/CI-buildable** — a
slice of tests can run in the ordinary CI without a Mac.
2. **Snapshot — swift-snapshot-testing**: visual regression of SwiftUI views against reference images
(fixed simulator device for determinism). Valuable for a from-scratch design.
3. **e2e — XCUITest against the mock seam**: the native analogue of the web Playwright mock e2e. The app
launches with a launch argument that switches to `DataMocks`; the whole UI is driven deterministically
with no server. Runs on the Mac runner in CI.
Lesson carried from web: the mock e2e **bypasses the real network**, so wire/codec bugs are **not** caught
there — they need the **codec unit tests**.
---
## 9. Crash reporting & analytics
- **Crashes: MetricKit.** `MXMetricManager` delivers crash/hang/CPU/disk diagnostics to the app; we
**upload the payload to our own backend** and view it in the existing **Grafana/logs** contour — fully
self-hosted, zero third-party, no paid service. Apple's Xcode Organizer / App Store Connect also provides
aggregated crashes for TestFlight/release builds for free.
- **Operational requirement:** crashes are unreadable without **symbolication** → CI **must archive the
`dSYM`** for every build/release (artifact), else reports are raw addresses.
- **Analytics: none** (see §2). No tracking, no ATT prompt, no IDFA — cleaner privacy labels as a bonus.
---
## 10. Payments — region-aware seam, out-of-region reject risk (tracked)
- Target **both** external rails (Robokassa/analogs, primary for RU) and Apple IAP, behind a **region-aware
payment seam** (distribution region is set per-country in App Store Connect).
- **The RU situation is a genuine grey/in-flux area:** Apple has effectively disabled IAP for RU accounts
while external merchants are not yet blocked — hence real apps running both paths. We follow that.
- **[OPEN / TRACKED] Out-of-region payments:** external payment for digital goods is a **rejection risk
outside the RU region** (App Store guideline 3.1.1). We need a mechanism to route/avoid so we do not get
rejected. Re-verify current policy at the payments implementation phase. Do not die on this hill; the
owner's real-world observation stands, but the risk is on record.
- **[OPEN / TRACKED] Cross-platform spend compliance:** must not let web-funded (same-email) chips be
spent inside the iOS app (see §14 → I). A dedicated payments session will settle the iOS spend-
visibility. iOS v1 shows the packs but blocks Buy with a soft redirect to the web/Android build.
---
## 11. Gates
- **[GATE] Apple Developer account** (in process). Development in the **Simulator is unblocked without it**.
It blocks, downstream: running on a **physical device**, enabling **Sign in with Apple** (needs an App ID
+ capability), **push (APNs)**, **TestFlight / App Store release**. Sequence work so these land after the
account is active.
---
## 12. Audio — future (only if sounds are added)
Two common anti-patterns we must **not** ship, both fixed via `AVAudioSession`:
1. **Never silence the user's other audio.** Category **`.ambient`** (+ `.mixWithOthers`): mixes with the
user's music/podcast, does **not** interrupt it, and respects the **silent switch**. The typical mistake
is `.playback`, which stops others — we do not use it.
2. **Never "capture" audio at launch.** Activate the audio session **lazily — only while actually playing a
sound** — and do not hold it active otherwise; never activate on boot. Avoids the "launched and muted my
music while playing nothing" annoyance.
---
## 13. Development sequence (the process, agreed)
**Design the full online app up front; build in a vertical slice, then breadth.** Order:
1. **Screen & moving-parts inventory** — enumerate every screen and, per screen, its states, data, and
reactions to actions (re-imagined for iOS, informed by the web functional domains but not mirroring
them). *(Next up — to be filled in below as we do step 1.)*
2. **Navigation / state skeleton** — an app-level router; transitions expressed as state (`NavigationStack`
path, state-bound sheets), not bolted on afterward.
3. **One vertical slice first — the game screen** (with stubs), fully interactive. This is where the
**design system** (tokens, SF typography, board/tile visual spec) and the **reusable component kit** are
born — on the highest-value screen, not on a login form.
4. **Then breadth** — the remaining screens along the established patterns; each screen built with its
controls **and** mock data together (not screens-then-transitions-then-controls in horizontal passes —
SwiftUI is data-driven, so a screen and its controls co-evolve and transitions fall out of the state
model).
Throughout: mock is an **architectural seam** (protocol + `DataMocks`), not throwaway — the real
networking later slots in behind the same protocols. The **Swift engine port** is its own workstream
(stub the game during the presentation phase; wire the real parity-pinned engine later).
---
## 14. Inventory — screens & moving parts (step 1)
Seeded from `docs/FUNCTIONAL.md`, re-imagined for iOS-native idioms. Tags: **[keep]** as-is in
spirit, **[re-imagine]** with a native idiom, **[deferred]** designed but delivered later. The
per-screen **moving parts** (states / data / actions) are filled in section by section next, starting
with the game screen (the vertical slice).
### A. Boot / launch
- **Loading splash** [keep] — crossword tiles (ЭРУДИТ / ЗАГРУЗКА / ОЖИДАНИЕ), minimal, aligned with the
fast-silent-boot principle (no empty flash).
- **Offline first-launch → straight into the lobby as guest** [keep] (as Android).
- **"Couldn't load" + Retry** [re-imagine] native, no web-sign-in fallback.
- **"Client too old" update screen** [keep] native: Update (Store) / Play offline.
### B. Onboarding
- **Coachmark tours** (lobby series + game series) [re-imagine] via **TipKit**.
### C. Auth / identity (v1: SIWA + email + guest)
- **Login screen** [re-imagine] stacked buttons: **Sign in with Apple** (native sheet) + **Email** + **guest**.
VK / Telegram rows **[deferred]**.
- **Email code entry** [keep].
### D. Lobby
- **"My games" list** [keep] — three sections (your turn / opponent / finished; empty hidden), ordering
rules, unread dots (red/amber), status-blink, swipe-to-remove finished, server games greyed-out offline.
Swipe/kebab → native **swipe actions**.
- **Bottom tab bar** [re-imagine] → `TabView`: New Game / Statistics / Settings hub.
### E. New Game
- **New Game screen** [keep] — Quick game (AI / random), With friends (invite / pass-and-play), variant
pick (gated by preferences), RU "multiple words per turn" toggle, per-kind caps 🔒 prompts.
- **Friend invite** [keep] — pick from friend list.
- **Pass-and-play setup** [keep] — host PIN keypad, player rows (24), optional per-seat PIN.
### F. Game — VERTICAL SLICE (step 3)
- **Game board screen** [keep] — board on **`Canvas`**, rack, action bar (combined pass/exchange, hint,
shuffle, confirm), on-board legality preview + score badge, bag count.
- **Scoreboard header / seats** [keep] — opponent cards with add-friend 🤝 / block ✖️.
- **Move history** [keep].
- **Comms screen** [keep] — 💬 chat / 🔎 dictionary tabs.
- **Dictionary word-check** [keep] — complaint, external reference link (network-gated).
- **Hint** [keep] — lays suggested tiles; vs_ai 🔒 idle-gate + countdown (steady in-app timer).
- **Pass / exchange** [re-imagine] native sheet.
- **Pass-and-play in game** [keep] — seat PIN unlock, leader controls (skip / remove / end early).
- **Connection-lost banner + frozen play area** [keep].
- **End-of-game + export** [keep] — GCG + PNG via the native **share sheet**.
### G. Social / friends
- **Friends screen** (Settings → Friends) [keep] — list, one-time code (issue / redeem), requests,
block / unblock / unfriend; kebab → native **context menu**.
- **Incoming invitations** [keep] — accept / decline.
### H. Profile & settings
- **Settings hub** [re-imagine] grouped `List`: settings, profile, friends, wallet, about.
- **Settings** [keep] — language, theme, board bonus-label style, reduce-motion, zoom-the-board,
notifications-in-app-only, block toggles.
- **Profile** [keep] — display name, timezone, away window, variant preferences, sign-in methods
(link / unlink / merge), delete account; inline editing.
- **Merge confirmation** (irreversible) [keep].
- **Delete account** [keep] — mailed code / typed phrase.
### I. Wallet & store (designed in v1, delivery staged)
- **Wallet** [keep, deferred delivery] — balance (per-platform chips), Active line, Buy / Spend toggle,
watch-ad option, Exchange confirm, store-compliance warnings. Region/store-aware; ties to the §10
payment seam.
### J. Feedback
- **Feedback screen** [keep] — message + single attachment, reply display, feedback-banned state.
### K. Info / legal
- **About** [keep] — version, links.
- **Legal docs** (EULA / privacy / offer) [re-imagine] — in-app viewer or Safari, not web pages.
### L. Cross-cutting (not screens)
- **Advertising banner** under the nav (free players) [keep] — component, campaign rotation / colours / urgent.
- **Push (APNs)** + real-time in-app updates — data flows, not a screen (APNs is also the background
energy model, §5).
### Excluded (web / platform-specific — not in the native iOS app)
- **Admin console `/_gm`** — server-rendered web, not part of any client.
- **Landing page** — web-only.
- **Telegram / VK Mini App** hosting + their diagnostic screens — the iOS app is not a Mini App.
- **PWA install CTA** — web-only.
- **Promo bot**, **Telegram support chat** — Telegram-side (in-app Feedback in §J is kept).
### Native idioms replacing web mechanics
`TabView` (tab bar) · native swipe actions / context menus (swipe-remove, kebab) · sheets (popups/modals)
· `ShareLink` / share sheet (export) · **TipKit** (coachmarks) · grouped `List` (settings/legal) · SIWA
native sheet (auth).
### Assets, tiles & icons- **Tiles are drawn as runtime vectors** (a rounded rect + a font glyph + the point value, on the board
`Canvas`) — **no image assets, no pre-generation, no local-store cache.** Resolution-independent (crisp
under zoom-on-drop), theme/variant/locale-adaptive for free. Cache rendered tile images
(`ImageRenderer`) **only if** profiling later shows a need. The crossword loading splash **reuses the
same tile component** (zero assets).
- **LaunchScreen** is static, OS-level, a simple brand mark (background + logo/wordmark; system font or a
single logo image — **no tile assets**). Its duration **equals the real launch time** — it **cannot** be
extended or held programmatically (and fake delays are discouraged); the "longer" splash is the **in-app
crossword splash** (its timing is ours, shown until the lobby is ready). Match the LaunchScreen
background to the in-app splash so the OS→app handoff is seamless (no flash).
- **Icons = SF Symbols** (the system icon set) everywhere — all the emoji in this plan are placeholders
for meaning; the real UI uses SF Symbols (gear, chart.bar, dice, bubble.left, shuffle, lightbulb,
person.badge.plus, xmark/hand.raised, square.and.arrow.up, lock, …). **Custom vectors only where no
system symbol fits:** the three variant emblems and the tiles.
### Per-screen moving parts
#### F. Game screen — detail
**Layout**
- **iPhone: full board always visible + zoom-on-drop** (hybrid, web-parity, setting-gated by the
existing "Zoom the board" toggle). Board scaled to width; on tile drop it magnifies toward the drop
point for precision.
- **Bottom-anchored stack**, top→bottom: *(top strip — the ad banner (L) + connection chrome, else
empty)* → **seats header****board****rack****bottom toolbar**. Everything is packed to the
bottom; the top strip hosts the L banner / Connecting…/Offline/connection-lost chrome, else empty.
- **Orientation: iPhone portrait-only; iPad portrait + landscape.**
**Four regions**
1. **Scoreboard / header** — seats (name, score, whose-turn), unread dot (red msg / amber nudge),
connectivity state ("Connecting…" / Offline chip / connection-lost banner), 💬 entry to history/comms.
2. **Board (`Canvas`)** — 15×15 grid, placed tiles, staged tiles with on-board legality preview
(light green when a word forms, darker on run-through board tiles, pink when none; orange badge =
score), zoom-on-drop.
3. **Rack** — player tiles, drag/tap to place, shuffle, in-rack reorder.
4. **Action bar** — combined pass/exchange, hint (vs_ai 🔒 idle-gate + countdown), shuffle, confirm
(only when the move is legal), bag count.
**State axes (repaint the screen)**
- **Whose turn:** mine (preview + submit) vs opponent's (draft placement only, position-only).
- **Phase:** waiting for opponent (auto-match "searching for opponent"; resign/chat/nudge off) →
active → finished.
- **Connectivity:** online / connecting / offline / connection-lost-in-online-game (frozen).
- **Kind:** vs_ai (honest 🤖: unlimited wallet-free hints idle-gated, no chat/nudge/add-friend, no
clock — 7-day only, no export) · auto-match 2p (possibly a disguised robot) · friend 24 ·
pass-and-play (seats, PINs, leader).
- **Variant:** Erudite / RU Scrabble / EN Scrabble; RU "multiple words per turn" toggle changes the
preview (main word only vs all perpendiculars).
**Interactions**
- Place tile (drag or tap; the game infers direction) · **blank ('?') letter picker** · recall a
staged tile to the rack · legality preview on-device (first-time warm-up; server fallback) · confirm
(only when legal) · resign · shuffle · **hint** (per-game allowance → wallet; vs_ai unlimited but
idle-gated 30 min, 🔒 + steady in-app countdown) · zoom-on-drop (setting) · **per-game composition
persistence** (rack arrangement + uncommitted move restored, cross-device).
**Sub-surfaces (from the header)**
- **Seat cards** (with history open): add-friend 🤝 / block ✖️, confirm on a fading ✅; disabled/
disappear rules.
- **Move history** (words, coordinates, scores; pass/exchange/resign/timeout notes; closing ± endgame
settlement).
- **Comms** — chat (1 msg/turn, ≤60 chars, no links) + dictionary word-check (complaint, external
reference link); **nudge**.
- **Pass-and-play** — seat PIN unlock (keypad replaces the locked seat's rack); leader button →
skip / remove / end-early (leader password); hints and chat off.
- **End-of-game** — result, final scores (yours first), export 📤 (GCG + PNG, never for honest-AI);
"could not be continued → draw" organizer note.
- **Connection-lost (online game)** — slim banner, play area freezes (rack + move controls disable;
resign/add-friend/block/chat hidden; a started move stays as a draft); if already in chat/dictionary
you stay (chat read-only, dictionary keeps checking on-device).
**UX decisions**
- **Comms sheet:** a **single detented sheet** with a segmented control **[History | Chat |
Dictionary]**; the board + seats header stay visible above; native swipe-to-dismiss + grabber.
**Opened by tapping the seats header** (where the unread dot / 💬 live). iPad landscape later adapts
it to a side column. (Simplifies the web's nested history → comms navigation.) The **export 📤**
lives inside this sheet (History segment, finished game) — **not** in the header.
- **Bottom toolbar (not a TabBar).** The in-game controls are actions, so they sit in a native bottom
toolbar (`ToolbarItem(.bottomBar)`, the Safari/Mail pattern), **not** the app `TabView` — which is
navigation and is **hidden inside the game**. Layout: **`[pass/exchange] — [hint ⇄ confirm] —
[shuffle]`** (3 slots). The centre control **morphs hint → confirm** only once a legal move is
staged (doubles as "you can commit" feedback). **Exchange** is inside the `pass/exchange` control
(select tiles = exchange, none = pass). **Recall** a staged tile by tapping it — no dedicated button.
- **Tile placement:** **both drag and tap-to-place**; recall by tap; the **blank ('?') letter picker**
is a popover over the variant's alphabet.
- **Seat cards:** composed from primitives (`HStack`/`VStack` + design tokens, optional `GroupBox`),
no prebuilt control. Base header shows name / score / whose-turn / unread dot only.
- **Opponent social actions:** **tap a seat card → a mini player panel** (popover on iPad, sheet on
iPhone) showing the relationship status (pending / friends / blocked) with **Add friend** / **Block**
(`Button(role: .destructive)` + native `confirmationDialog`). Replaces the web's in-place score-card
swap.
- **Rack:** shuffle button; reorder tiles by in-rack drag; tap selects a tile for tap-place; freed
slots render empty.
- **Waiting for opponent (auto-match):** the opponent card reads "searching for opponent" with a calm
activity indicator (not a blocking spinner); resign/chat/nudge hidden; you may arrange tiles if it is
your turn; a "you can close the app and come back" note.
- **vs_ai hint-lock:** the hint control carries a 🔒 badge while idle-gated; a tap shows a transient
"unlocks in N min" popover; the lock lifts live at the mark.
- **End-of-game:** a result plate on the board (win/lose/draw, final scores yours-first); export via the
sheet (above); never for honest-AI.
- **Connection-lost / offline chrome** (per FUNCTIONAL, native styling): offline = blue header + Offline
chip; brief blip = quiet "Connecting…" in the header; connection-lost in an online game = slim banner
+ frozen play area (rack/controls disabled, resign/social/chat hidden, started move kept as a draft).
*(F inventory + UX skeleton complete. Design-system specifics — colours, typography, tile visuals —
emerge while implementing the vertical slice, step 3.)*
#### D. Lobby — detail
**UX decisions**
- **List style:** native **inset-grouped `List`** (the Settings-app look — floating rounded section
cards over a grouped background). Sections: **your turn / opponent's turn / finished** (empty hidden).
- **Grouping (option A — unified lobby):** one lobby, all games in the three state sections. **Local
games** (offline vs_ai + pass-and-play, which never sync) are **badged inline** with an "on-device"
marker. When offline, **server rows grey out in place** (un-openable; a tap explains why) — not moved
or hidden.
- **Fold/unfold:** **opponent + finished** sections are collapsible (`DisclosureGroup`); **"your turn"
is always expanded** (it is the action section). Fold state is remembered per-device.
- **Bottom `TabView` (app navigation):** New Game / Statistics / Settings hub. (Confirmed: the TabBar
switches screens; in-game controls are a bottom toolbar, not this.)
- **Row anatomy:** opponent name (or "searching for opponent" for an unfilled auto-match) · a **variant
emblem** (three distinct icons — Erudit / RU Scrabble / EN Scrabble; **not** a national flag, which
can't separate the two Russian variants) · unread dot (red msg / amber nudge) · an **on-device badge**
for local games · a **result** for finished games. **No status icon** (the sections already group by
status). No avatars (name only). Compact, line-separated. *(Exact visual TBD on the slice.)*
**Behaviour (per FUNCTIONAL, kept)**
- **Ordering:** your-turn first (longest-waiting on top); opponent + finished most-recent first; a game
with any unread floats to the top within your-turn/opponent (finished keeps its order).
- **Live updates:** a listed game that becomes your-turn or finishes while the lobby is open
**flashes its row briefly** (the status-icon blink is retargeted to a row-level flash, since there is
no status icon); the game also moving into the *your turn* section is itself a signal. An opponent's-
turn change is silent, applied in place.
- **Unread dot:** next to the game — **red** when an unread message waits, **amber** when only nudges.
- **Remove finished:** native **swipe action** → ❌ (per-account, permanent, no undo). An AI game you
left (resign or 7-day lapse) auto-drops from *finished*; a normally-finished AI game stays until
removed; no other type auto-removes.
- **Cold open:** loading splash (crossword tiles ЭРУДИТ/ЗАГРУЗКА/ОЖИДАНИЕ) until the list is ready — no
empty flash.
- **Offline chrome:** blue header + Offline chip; Stats tab disabled; invitations hidden; server rows
greyed.
#### E. New Game — detail
**UX decisions**
- **Structure:** a top **segmented `[Quick game | With friends]`** + a contextual **inset-grouped form**
below (consistent with the lobby aesthetic).
- *Quick game:* opponent segmented **`[AI | Random]`** → variant (emblem chips) → RU "multiple words"
toggle → **Start**.
- *With friends:* rows **Invite a friend** / **Pass-and-play** → pushed sub-flows.
- **Variant picker:** **emblem chips / segmented** (≤3 variants); **hidden entirely when a single variant
is enabled** (the common default — Erudite only).
**Behaviour (per FUNCTIONAL, kept)**
- **Quick game:** AI default (instant 🤖, no wait) / Random (auto-match 2p — drops you into the game to
wait inside; "you can close the app and come back" note).
- **With friends offline → only pass-and-play** (invite needs the network).
- **RU "multiple words per turn":** default **off**; RU games only; English is always standard, no toggle.
- **Per-kind caps** (AI / random / friend): a start at its cap shows **🔒**; a tap opens a prompt — a
**guest** is invited to sign in / create an account, a **signed-in** player is told to finish a current
game. **Accepting an incoming invitation is never capped.**
- **Friend invite:** pick **24** from the friend list; the inviter sets the game settings; starts once
**all accept**; any decline cancels; an unanswered invite expires in **7 days**; shareable as a Telegram
deep link (on VK the link only opens the app, the code is entered by hand).
- **Pass-and-play setup:** host PIN keypad → "are you playing too?" (yes → first seat takes your name) →
name players 24 (add/remove; a removal asks the leader password) → optional per-seat PIN.
- **Per-game settings set** (inviter chooses for friend games; quick games use defaults): variant · RU
multiple-words · **move timeout** (5 min24 h, default 24 h) · **hints** (allowed? how many each) ·
**leaver's-tile disposition** (returned to bag / removed — 34-player games only).
**UX decisions (sub-details)**
- **Cap 🔒 prompt:** a 🔒 badge on the **Start** control (looks unavailable); a tap opens a native
alert — guest: a "Sign in / Create account" action; signed-in: an informational "finish a current
game first."
- **Pass-and-play setup** (pushed, stepped): (a) 4-digit host PIN on a custom lock-screen-style keypad
(no built-in iOS control — composed); (b) "are you playing too?"; (c) player rows as an editable
`List` (EditMode add/remove; a removal is gated by the leader password); (d) per-seat PIN via a small
lock toggle in the row.
- **Friend-invite** (pushed): multi-select from the friends `List` (checkmarks, 24) → a **settings
step** reusing the per-game settings set → **Send** (+ shareable link). Setting controls: move
timeout = native picker (5 min24 h); hints = toggle + stepper; leaver disposition = segmented
`[to bag | out of play]`.
#### C. Login / identity — detail (v1: SIWA + email + guest)
**UX decisions**
- **No hard login wall — guest by default** (offline-first, as Android native). First launch drops
straight into the lobby as a guest.
- **Reusable sign-in sheet:** a bottom **detented sheet** (same idiom as the comms sheet) with the
sign-in buttons in a **vertical stack****Sign in with Apple** (`SignInWithAppleButton`) + **Email**
(future VK/TG rows append here). **Shown once on first launch, dismissible** — dismiss = stays guest.
**Reused on demand** from the Profile "Sign in" action.
- **Email flow:** address → **6-digit code** entry → signed in / linked; rate-limit feedback (cooldown +
hourly cap). **Code-only on native** — the magic link is unused (it opens an external browser that
can't return to the app; mirrors the installed-PWA case in FUNCTIONAL).
- **SIWA:** native system sheet → gateway validates → create / link the account.
- **Merge on collision** (the identity already belongs to another account): guest initiator = seamless;
durable initiator = irreversible confirmation. Triggered by sign-in; the merge screen itself lives in
**H** (Accounts, linking & merge).
#### B. Onboarding — detail (TipKit, native)
**UX decisions**
- **TipKit, native flavour** (confirmed): contextual tips anchored to controls, ordered via **`TipGroup`**
**no full-screen dimming, no tap-anywhere-advance**; each tip dismisses itself (its ✕ or performing
the action). Shown once; per-device eligibility.
- **Two tours:** **lobby series** (⚙️ settings, ✏️ statistics, 🎲 new-game tabs) + **game series**
(scoreboard header, pass/exchange, hint, shuffle, rack). Localized (en/ru).
- **First-launch sequence:** lobby (guest) → sign-in sheet (C) → on dismiss → the TipKit lobby tour
(so the sheet and the tips don't overlap).
#### G. Friends — detail (Settings → Friends)
**UX decisions**
- **Structure:** a single **inset-grouped `List`** with sections **Requests** (incoming: accept /
decline; outgoing: cancel) · **Friends** · **Blocked** (unblock). A toolbar **"+"** opens the add
sheet.
- **Add sheet ("+"):** **Enter a code** (6-digit redeem, valid 12 h) / **Share my code** (generate +
`ShareLink`).
- **Friend-row actions:** **swipe actions****Remove** (destructive) + **Block** — each gated by a
naming **`confirmationDialog`** ("Remove from friends?" / "Block this player?").
- Chat / nudge are **not** here — they live in the in-game comms sheet (F). Global block toggles
(incoming chat / friend requests) live in **Profile (H)**.
**Behaviour (per FUNCTIONAL, kept)**
- Two ways to friend: redeem a one-time code, or a request to someone you've played with
(accept / ignore→30-day lapse / decline→blocks until they hand you a code). Cancel your outgoing;
unfriend removes it.
- A per-user block is one-directional and silent; **unblock and unfriend live only here**.
#### H. Profile & settings — detail
**UX decisions**
- **Settings hub** = an icon **`List` of drill-down `NavigationLink` rows** (the Podcasts → Library
pattern), SF-symbol icons, with room left at the bottom for optional general info later. Rows:
- **Interface** (⚙️) → display-settings screen.
- **Friends** (person.2) → G.
- **Wallet** (creditcard) → I. **Hidden for guests.**
- **Info** (info.circle) → About + version + legal (K).
- **Feedback** → J. **Hidden for guests.** Unread-reply **badge** on the Settings tab **and** on this
row.
- **Profile = a top-right nav-bar icon** (`ToolbarItem(.topBarTrailing)`, `person.circle`; filled /
initial when signed in) on the settings hub: **guest → the sign-in sheet (C); signed-in → the profile
screen.** (Duplicated onto the lobby only if asked later.)
- **Interface screen** (display prefs): language · theme · board bonus-label style · reduce-motion ·
zoom-the-board.
**Guest has no editable settings** — the random nick is not changeable, the variant is always
`erudite_ru`, the timezone is auto-detected (never set by hand). So there is **no guest profile
screen**: the profile icon for a guest opens the **sign-in sheet** (confirms C). It also confirms E's
"variant picker hidden when a single variant is enabled" for guests.
**Profile screen (signed-in / durable)** — an inset-grouped `Form`:
- **Name** — inline `TextField` + validation (letters + `·`/`.`/`_` separator, optional trailing `.`
or ≤5 digits, ≤32 chars, ≤5 specials).
- **Play** — timezone (UTC-offset picker, pre-filled from the device) · away window (10-min grid, ≤12 h,
wraps midnight; a two-time range) · variant preferences (multi-select emblems, ≥1 kept) ·
notifications-in-app-only (`Switch`, default on).
- **Privacy** — global block toggles (incoming chat / friend requests).
- **Sign-in methods** — rows link / unlink; **email is "changed", not unlinked**; the **last** method
can't be unlinked; a provider that belongs to another account offers the irreversible **merge** (guest
initiator seamless, durable initiator confirmed).
- **Delete account** — destructive footer; confirm via a mailed code (email account) or a typed phrase.
Legal-retention removal (not erasure), per FUNCTIONAL.
#### I. Wallet & store — detail (durable only; delivery staged)
**UX decisions**
- **Structure:** inset-grouped — a **balance card** (running-context «Фишка» first, then linked
other-platform chips behind their logos: VK / Telegram / web / **Apple** as a new context) → **Active**
line (hints remaining + ad-free end date / "forever"; hidden when empty) → segmented **`[Buy | Spend]`**
→ rows. **No purchase history.**
- **Buy (v1):** the chip packs are **shown** (the user sees purchases exist in the game), but tapping
**Buy** shows a light message — *"Purchases are unavailable on the Apple platform. You might like
another version of [our app](landing)."* — a soft redirect to the Android/PWA build while payments are
not wired. Chosen over hiding so the offering stays visible; unlocking real Buy later (IAP / external
rails) is then just enabling the path.
- **Spend:** values (extra hints, days without ads) at a fixed chip price; **Exchange** action + a
confirm `confirmationDialog`.
**[OPEN / TRACKED — a dedicated payments session, not resolved here]**
- **Cross-platform spend compliance (Apple landmine):** we must **not** let a user buy chips on the web
(email login) and then **spend** them inside the iOS app where the same email is signed in — spending
externally-funded digital currency in-app violates App Store rules. This reshapes the iOS
**store-compliance spend-visibility** (what of the balance is spendable on iOS, given there is no
Apple-funded chip yet). The owner will settle it in a dedicated payments session. Ties to §10.
#### J. Feedback — detail (durable only; guests hidden)
**UX decisions**
- inset-grouped `Form`: **`TextEditor`** (≤1024, live counter) → attachment row → **Send**.
- **Attachment:** one file ≤1 MB (images / PDF / text-log / office / RTF / archives). **"Attach"** →
menu **`PhotosPicker` (Photos)** / **`fileImporter` (Files)**; **no camera**. An unsupported file is
refused **without naming** the allowed types; the chosen file shows as a removable chip.
- **After send:** the form clears, "Ваше сообщение отправлено"; while the operator has not dealt with it,
a locked state "Ожидаем рассмотрения вашего последнего обращения" (Send disabled).
- **Reply** below: "Ответ на ваше последнее сообщение"; links open in `SFSafariViewController`; marked
read on view; gone after a week.
- **Unread-reply badge:** Settings tab + Feedback row (H).
- **Feedback-barred** player: Send disabled.
#### K. Info / legal — detail
**UX decisions**
- **About screen** (Info hub row): app name · **version** (native build + the client-version) · links to
the three legal docs · copyright; optional "Rate on the App Store".
- **Legal docs** (EULA `/eula/`, privacy `/privacy/`, offer `/offer/` + live price list): open via
**`SFSafariViewController` to the hosted URLs** — always current, the offer's price list stays live,
bilingual handled by the page; no render pipeline duplicated in the app. **Offline:** unavailable
("недоступно офлайн").
#### A. Boot / launch & update — detail
**UX decisions**
- **LaunchScreen:** static, OS-level, instant (**iOS cannot animate the launch screen**) — brand/logo.
- **In-app loading:** the crossword-tiles splash (ЭРУДИТ/ЗАГРУЗКА/ОЖИДАНИЕ) shows **only while the lobby
list isn't ready**; fast silent boot → usually straight to the lobby. Offline cold launch → straight to
the offline lobby.
- **"Couldn't load" + Retry:** a native screen when an online launch can't reach the backend (a quiet
retry first).
- **Client too old** (only on an online action, never while playing offline): full-screen, non-dismissable
**Update** (App Store listing) + **Play offline** (keep on-device games).
- **"Update available" (soft, not required):** a **transient top banner styled like a native
notification** — "Пора обновить приложение", **tap → App Store**, **auto-dismiss after 5 s**, shown on
**every launch when online**. (iOS has no first-party toast → a custom notification-style banner;
deviates by choice from the web's persistent dismissible bar.)
#### L. Advertising banner — detail (cross-cutting component)
**UX decisions**
- **Placement:** a one-line strip **on the main tabs (Lobby / New Game / Statistics) AND in-game (F)**
players spend most time in-game. Hidden in settings drill-downs and modal flows. **In-game it occupies
the top strip** (the empty space above the seats header), coexisting with the connection chrome
(Connecting… / Offline / connection-lost banner sit with it).
- **Audience:** free players only (not lifetime-paid, no purchased hints, no `no_banner` role); guests
see it; appears/disappears **in place** on a property change.
- **Language (native, no bot channel):** the **interface language** (RU default) — there is no "bot you
play through" here.
- **Not hidden under TipKit** (no dimming overlay, unlike the web coachmarks).
**Behaviour (per FUNCTIONAL, kept)**
- Operator campaigns (weight %, optional window); compete in proportion to weight; a **house/default**
campaign fills the unsold share; an **urgent** campaign shows to everyone and is the only thing shown.
- Fair weighted rotation; a multi-message campaign cycles in turn; transitions (fade-out → gap →
fade-in); long-message scroll; timings from the server (`/_gm/banners`).
- Per-non-default-campaign colours (theme-aware set + optional dark override; derived border); urgent flag.
+2 -7
View File
@@ -49,14 +49,9 @@ COPY --from=build /out/backend /usr/local/bin/backend
# Own the seed dictionary as the nonroot runtime user (UID 65532): a named volume
# mounted at /opt/dawg inherits this ownership on first use, so the admin console
# can write new version subdirectories at runtime. The volume preserves uploaded
# versions across deploys and, once seeded, is not re-seeded (ARCHITECTURE.md §5).
# versions across deploys and, once seeded, is not re-seeded — so after bootstrap
# every dictionary change goes through the console, not a rebuild (ARCHITECTURE.md §5).
COPY --from=dawg --chown=65532:65532 /dawg /opt/dawg
# A second, UNSHADOWED copy of the build's DAWGs: the /opt/dawg volume mount hides the
# image's copy there, so this is where engine.DeliverVersion reads the build version from
# to add it (add-only) to the volume on boot — the deploy-delivers path that lets a bumped
# BACKEND_DICT_VERSION go live for new games without an admin upload (ARCHITECTURE.md §5).
COPY --from=dawg --chown=65532:65532 /dawg /opt/dawg-seed
ENV BACKEND_DICT_DIR=/opt/dawg
ENV BACKEND_DICT_SEED_DIR=/opt/dawg-seed
ENV BACKEND_DICT_VERSION=${DICT_VERSION}
ENTRYPOINT ["/usr/local/bin/backend"]
+4 -11
View File
@@ -111,12 +111,6 @@ func run(ctx context.Context, cfg config.Config, logger *zap.Logger) error {
}
logger.Info("database migrations applied")
// Deliver the build's dictionary version onto the persistent volume if a redeploy
// bumped it (add-only; old versions in-flight games pin are untouched), so the new
// dictionary is resident and can be activated below without an admin upload.
if err := engine.DeliverVersion(cfg.Game.DictDir, cfg.Game.DictSeedDir, cfg.Game.DictVersion); err != nil {
return fmt.Errorf("deliver dictionary version: %w", err)
}
registry, err := engine.OpenWithVersions(cfg.Game.DictDir, cfg.Game.DictVersion)
if err != nil {
return fmt.Errorf("load dictionaries: %w", err)
@@ -124,7 +118,6 @@ func run(ctx context.Context, cfg config.Config, logger *zap.Logger) error {
defer func() { _ = registry.Close() }()
logger.Info("dictionaries loaded",
zap.String("dir", cfg.Game.DictDir),
zap.String("seed_dir", cfg.Game.DictSeedDir),
zap.String("version", cfg.Game.DictVersion))
// Admin console: an optional backend client to the Telegram connector
@@ -154,10 +147,10 @@ func run(ctx context.Context, cfg config.Config, logger *zap.Logger) error {
accounts := account.NewStore(db)
accounts.SetMetrics(tel.MeterProvider().Meter("scrabble/backend/account"))
games := game.NewService(game.NewStore(db), accounts, registry, cfg.Game, logger)
// Reconcile the active dictionary version with the registry: the build version
// (delivered above) becomes active so a redeploy that bumped it goes live for new
// games, except a newer version installed out-of-band through the admin console,
// which is not downgraded by a restart (docs/ARCHITECTURE.md §5).
// Reconcile the persisted active dictionary version with the registry: a
// version activated through the admin console (and written to the dictionary
// volume) is adopted again after a restart; otherwise the configured seed
// version is kept and persisted (docs/ARCHITECTURE.md §5).
if err := games.InitActiveVersion(ctx); err != nil {
return fmt.Errorf("init active dictionary version: %w", err)
}
+5 -19
View File
@@ -10,7 +10,6 @@ import (
"database/sql"
"errors"
"fmt"
"math/rand/v2"
"strings"
"time"
@@ -526,13 +525,8 @@ func (s *Store) create(ctx context.Context, kind, externalID string, seed provis
return created, nil
}
// guestDisplayName mints the display name stamped on a freshly provisioned guest: "Guest" plus a
// random six-digit suffix (e.g. "Guest042317"), so a guest is distinguishable to opponents — in a
// random match the other player sees a distinct name rather than every guest reading a bare
// "Guest". Not an identifier and not unique (collisions are harmless — it is a label only).
func guestDisplayName() string {
return fmt.Sprintf("Guest%06d", rand.IntN(1_000_000))
}
// guestDisplayName is the display name stamped on a freshly provisioned guest.
const guestDisplayName = "Guest"
// ProvisionGuest creates a fresh ephemeral guest account: a durable row carrying
// no identity, flagged is_guest, so it can hold a session and a game seat (both
@@ -540,7 +534,7 @@ func guestDisplayName() string {
// and history. Guests are not reused — each bootstrap mints a new account. browserTZ
// (the client's detected "±HH:MM" UTC offset) seeds the guest's time zone, falling
// back to the 'UTC' default when empty or malformed.
func (s *Store) ProvisionGuest(ctx context.Context, browserTZ, language string) (Account, error) {
func (s *Store) ProvisionGuest(ctx context.Context, browserTZ string) (Account, error) {
accountID, err := uuid.NewV7()
if err != nil {
return Account{}, fmt.Errorf("account: new guest id: %w", err)
@@ -549,17 +543,9 @@ func (s *Store) ProvisionGuest(ctx context.Context, browserTZ, language string)
if tz == "" {
tz = "UTC"
}
// Seed the interface language from the client's detected locale (validated to a supported
// one), so a fresh guest's language-dependent server content — the ad banner, bot messages —
// is right from first contact rather than the 'en' column default until the client's later
// language reconcile catches up. An unsupported or absent code keeps the 'en' default.
lang := supportedLanguage(language)
if lang == "" {
lang = "en"
}
stmt := table.Accounts.
INSERT(table.Accounts.AccountID, table.Accounts.DisplayName, table.Accounts.IsGuest, table.Accounts.TimeZone, table.Accounts.PreferredLanguage).
VALUES(accountID, guestDisplayName(), true, tz, lang).
INSERT(table.Accounts.AccountID, table.Accounts.DisplayName, table.Accounts.IsGuest, table.Accounts.TimeZone).
VALUES(accountID, guestDisplayName, true, tz).
RETURNING(table.Accounts.AllColumns)
var row model.Accounts
-1
View File
@@ -106,7 +106,6 @@ func Load() (Config, error) {
gm := game.DefaultConfig()
gm.DictDir = envOr("BACKEND_DICT_DIR", gm.DictDir)
gm.DictVersion = envOr("BACKEND_DICT_VERSION", gm.DictVersion)
gm.DictSeedDir = envOr("BACKEND_DICT_SEED_DIR", gm.DictSeedDir)
if gm.TimeoutSweepInterval, err = envDuration("BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL", gm.TimeoutSweepInterval); err != nil {
return Config{}, err
}
-92
View File
@@ -1,92 +0,0 @@
package engine
import (
"errors"
"fmt"
"io"
"os"
"path/filepath"
)
// DeliverVersion makes the build's dictionary version resident on the persistent
// dictionary volume without disturbing the versions in-flight games already pin.
//
// The volume is seeded from the image once and never re-seeded, and the image's
// /opt/dawg is shadowed by that volume mount, so a redeploy that bumped
// BACKEND_DICT_VERSION cannot otherwise make the new DAWGs reachable at runtime.
// The image therefore keeps an unshadowed read-only copy at seedDir, and this
// copies it into dictDir/<version>/ when the version is not already present —
// neither the flat seed's own recorded label nor an existing version
// subdirectory. It is add-only and idempotent: the flat seed and any prior admin
// uploads are never touched, so old games keep the version they pin while the new
// one becomes resident and activatable (see game.Service.InitActiveVersion). A
// blank seedDir disables delivery (the pre-existing seed-only behaviour).
func DeliverVersion(dictDir, seedDir, version string) error {
if seedDir == "" || version == "" {
return nil
}
target := filepath.Join(dictDir, version)
if _, err := os.Stat(target); err == nil {
return nil // already delivered on a prior boot
} else if !errors.Is(err, os.ErrNotExist) {
return fmt.Errorf("engine: stat delivered dictionary %s: %w", target, err)
}
// A fresh volume is populated from the image and recorded as this version by the
// marker: it is the flat dir, so there is nothing to deliver. resolveSeedVersion
// records the label on first use, matching OpenWithVersions.
seed, err := resolveSeedVersion(dictDir, version)
if err != nil {
return err
}
if seed == version {
return nil
}
// Stage into a dot-prefixed directory (skipped by OpenWithVersions' version scan)
// then rename, so a crash mid-copy never leaves a half-populated version subdir.
staging := filepath.Join(dictDir, ".staging-deliver-"+version)
if err := os.RemoveAll(staging); err != nil {
return fmt.Errorf("engine: clear deliver staging %s: %w", staging, err)
}
if err := os.MkdirAll(staging, 0o755); err != nil {
return fmt.Errorf("engine: create deliver staging %s: %w", staging, err)
}
for _, file := range dictFiles {
src := filepath.Join(seedDir, file)
if _, err := os.Stat(src); errors.Is(err, os.ErrNotExist) {
continue // a variant absent from the seed is simply absent under this version
} else if err != nil {
_ = os.RemoveAll(staging)
return fmt.Errorf("engine: stat seed dawg %s: %w", src, err)
}
if err := copyFile(src, filepath.Join(staging, file)); err != nil {
_ = os.RemoveAll(staging)
return err
}
}
if err := os.Rename(staging, target); err != nil {
_ = os.RemoveAll(staging)
return fmt.Errorf("engine: publish delivered dictionary %s: %w", target, err)
}
return nil
}
// copyFile copies a single file, truncating the destination.
func copyFile(src, dst string) error {
in, err := os.Open(src)
if err != nil {
return fmt.Errorf("engine: open %s: %w", src, err)
}
defer func() { _ = in.Close() }()
out, err := os.OpenFile(dst, os.O_WRONLY|os.O_CREATE|os.O_TRUNC, 0o644)
if err != nil {
return fmt.Errorf("engine: create %s: %w", dst, err)
}
if _, err := io.Copy(out, in); err != nil {
_ = out.Close()
return fmt.Errorf("engine: copy %s -> %s: %w", src, dst, err)
}
if err := out.Close(); err != nil {
return fmt.Errorf("engine: finalise %s: %w", dst, err)
}
return nil
}
-68
View File
@@ -1,68 +0,0 @@
package engine
import (
"os"
"path/filepath"
"testing"
)
func TestDeliverVersion(t *testing.T) {
// A blank seed directory disables delivery (the pre-existing seed-only behaviour).
if err := DeliverVersion(t.TempDir(), "", "v1.3.1"); err != nil {
t.Fatalf("blank seedDir: %v", err)
}
// An existing volume flat-seeded as v1.3.0 gets v1.3.1 delivered as a subdirectory,
// add-only: the flat seed's marker is left intact and the new version's DAWGs land.
dict := t.TempDir()
seed := t.TempDir()
if err := os.WriteFile(filepath.Join(dict, seedMarkerFile), []byte("v1.3.0\n"), 0o644); err != nil {
t.Fatal(err)
}
for _, f := range dictFiles {
if err := os.WriteFile(filepath.Join(seed, f), []byte("dawg:"+f), 0o644); err != nil {
t.Fatal(err)
}
}
if err := DeliverVersion(dict, seed, "v1.3.1"); err != nil {
t.Fatalf("deliver v1.3.1: %v", err)
}
for _, f := range dictFiles {
got, err := os.ReadFile(filepath.Join(dict, "v1.3.1", f))
if err != nil {
t.Fatalf("delivered %s: %v", f, err)
}
if string(got) != "dawg:"+f {
t.Errorf("delivered %s = %q, want the seed bytes", f, got)
}
}
if m, _ := os.ReadFile(filepath.Join(dict, seedMarkerFile)); string(m) != "v1.3.0\n" {
t.Errorf("flat seed marker relabelled to %q (delivery must be add-only)", m)
}
// Idempotent: a second call is a no-op and leaves no staging directory behind.
if err := DeliverVersion(dict, seed, "v1.3.1"); err != nil {
t.Fatalf("re-deliver v1.3.1: %v", err)
}
if entries, _ := os.ReadDir(dict); hasStaging(entries) {
t.Errorf("a staging directory survived delivery")
}
// On a fresh directory the build version becomes the flat seed, so nothing is delivered
// as a redundant subdirectory.
fresh := t.TempDir()
if err := DeliverVersion(fresh, seed, "v1.3.1"); err != nil {
t.Fatalf("fresh deliver: %v", err)
}
if _, err := os.Stat(filepath.Join(fresh, "v1.3.1")); !os.IsNotExist(err) {
t.Errorf("fresh volume got a redundant v1.3.1 subdir; it should be the flat seed")
}
}
func hasStaging(entries []os.DirEntry) bool {
for _, e := range entries {
if len(e.Name()) >= len(".staging") && e.Name()[:len(".staging")] == ".staging" {
return true
}
}
return false
}
+5 -5
View File
@@ -25,11 +25,11 @@ const seedMarkerFile = ".seed_version"
// BACKEND_DICT_VERSION) and return it — the seed of a fresh volume;
// - already-seeded directory: return the recorded marker and ignore bootVersion.
//
// So a later build seed never relabels the already-seeded flat bytes — which would void
// games pinned to the prior label and mis-serve new ones. The new build version is instead
// delivered as a NEW subdirectory (DeliverVersion) and made active (Service.InitActiveVersion),
// so a redeploy still moves new games to it while old games keep the flat label. New games
// pin the active version (DB-persisted); a console upload can also set it out-of-band.
// So bumping the build seed on a live volume is a harmless no-op (it only takes
// effect on a future fresh volume) instead of relabelling the already-seeded bytes —
// which would void games pinned to the prior label and mis-serve new ones. New games
// still pin the active version (DB-persisted, set by the admin console), which is the
// real way a running contour moves to a new release.
//
// A directory that cannot be written makes the first record fail; that also breaks
// the admin console (which writes version subdirectories here), so the error is
-7
View File
@@ -18,13 +18,6 @@ type Config struct {
// DictVersion labels the dictionary version new games pin. Sourced from
// BACKEND_DICT_VERSION.
DictVersion string
// DictSeedDir holds the image's read-only copy of the build's DictVersion DAWGs,
// on a path the persistent DictDir volume does NOT shadow. On boot the backend
// delivers this version into DictDir/<DictVersion>/ if absent (add-only), so a
// redeploy that bumped DICT_VERSION makes the new dictionary resident and activatable
// without disturbing the versions in-flight games already pin. Sourced from
// BACKEND_DICT_SEED_DIR; empty disables delivery (the pre-existing seed-only behaviour).
DictSeedDir string
// TimeoutSweepInterval is how often the sweeper scans for overdue turns.
// Sourced from BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL.
TimeoutSweepInterval time.Duration
+9 -19
View File
@@ -232,31 +232,21 @@ func (svc *Service) ActiveVersion() string {
}
// InitActiveVersion reconciles the persisted active dictionary version with the
// registry at startup and makes the build's version (BACKEND_DICT_VERSION, delivered
// resident by engine.DeliverVersion) authoritative: a redeploy that bumped the build
// version thus activates it for new games without any admin step, while old games keep
// the version they pin. The one exception is a version installed out-of-band through
// the admin console that is NEWER than the build version and still resident — it is
// kept, so a restart on an older image never downgrades a hotfix. A build version that
// is not resident (delivery disabled or a partial state) falls back to a resident
// persisted version. The chosen version is persisted so the admin console reflects it.
// Call once during wiring, before serving traffic.
// registry at startup. If a version was persisted and is resident, it becomes the
// active version; otherwise the configured seed version is kept and persisted as
// the initial active version. Call once during wiring, before serving traffic.
func (svc *Service) InitActiveVersion(ctx context.Context) error {
persisted, ok, err := svc.store.GetActiveDictVersion(ctx)
if err != nil {
return err
}
target := svc.activeVersion() // the build seed version (config.DictVersion)
if ok && svc.versionResident(persisted) && compareDictVersions(persisted, target) > 0 {
target = persisted // a newer out-of-band install wins over the build version
if ok && svc.versionResident(persisted) {
svc.verMu.Lock()
svc.version = persisted
svc.verMu.Unlock()
return nil
}
if !svc.versionResident(target) && ok && svc.versionResident(persisted) {
target = persisted // the build version is unloadable — keep a resident one
}
svc.verMu.Lock()
svc.version = target
svc.verMu.Unlock()
return svc.store.SetActiveDictVersion(ctx, target)
return svc.store.SetActiveDictVersion(ctx, svc.activeVersion())
}
// SetActiveVersion records version as the active dictionary version, persisting it
-45
View File
@@ -1,45 +0,0 @@
package game
import (
"strconv"
"strings"
)
// compareDictVersions orders two dictionary version labels of the shape "vMAJOR.MINOR.PATCH"
// numerically, returning -1, 0 or +1 as a is less than, equal to or greater than b. Labels
// that do not parse fall back to a byte comparison, so the ordering is always total (a mixed
// or malformed pair never crashes the boot-time active-version reconcile).
func compareDictVersions(a, b string) int {
pa, oka := parseDictVersion(a)
pb, okb := parseDictVersion(b)
if !oka || !okb {
return strings.Compare(a, b)
}
for i := range pa {
if pa[i] != pb[i] {
if pa[i] < pb[i] {
return -1
}
return 1
}
}
return 0
}
// parseDictVersion parses a "vMAJOR.MINOR.PATCH" label into its three numeric parts, reporting
// whether it matched that shape.
func parseDictVersion(v string) ([3]int, bool) {
parts := strings.Split(strings.TrimPrefix(v, "v"), ".")
if len(parts) != 3 {
return [3]int{}, false
}
var out [3]int
for i, p := range parts {
n, err := strconv.Atoi(p)
if err != nil {
return [3]int{}, false
}
out[i] = n
}
return out, true
}
-37
View File
@@ -1,37 +0,0 @@
package game
import "testing"
func TestCompareDictVersions(t *testing.T) {
cases := []struct {
a, b string
want int
}{
{"v1.3.0", "v1.3.1", -1},
{"v1.3.1", "v1.3.0", 1},
{"v1.3.1", "v1.3.1", 0},
{"v1.3.9", "v1.3.10", -1}, // numeric, not lexical
{"v1.10.0", "v1.9.0", 1},
{"v2.0.0", "v1.9.9", 1},
{"1.3.1", "v1.3.1", 0}, // the leading v is optional
// Non-semver falls back to a byte comparison, keeping the ordering total.
{"weird", "weird", 0},
{"a", "b", -1},
}
for _, c := range cases {
if got := compareDictVersions(c.a, c.b); sign(got) != c.want {
t.Errorf("compareDictVersions(%q, %q) = %d, want sign %d", c.a, c.b, got, c.want)
}
}
}
func sign(n int) int {
switch {
case n < 0:
return -1
case n > 0:
return 1
default:
return 0
}
}
+3 -23
View File
@@ -5,7 +5,6 @@ package inttest
import (
"context"
"errors"
"regexp"
"testing"
"time"
@@ -230,40 +229,21 @@ func TestProvisionSeedsTimeZone(t *testing.T) {
t.Errorf("TimeZone = %q, want UTC fallback for a malformed offset", bad.TimeZone)
}
// A guest is seeded its detected offset and interface language; an empty offset keeps the
// UTC default and an empty/unsupported language keeps the 'en' default.
guest, err := store.ProvisionGuest(ctx, "-05:30", "ru")
// A guest is seeded its detected offset; an empty one keeps the UTC default.
guest, err := store.ProvisionGuest(ctx, "-05:30")
if err != nil {
t.Fatalf("provision guest: %v", err)
}
if guest.TimeZone != "-05:30" {
t.Errorf("guest TimeZone = %q, want the seeded -05:30", guest.TimeZone)
}
if guest.PreferredLanguage != "ru" {
t.Errorf("guest PreferredLanguage = %q, want the seeded ru", guest.PreferredLanguage)
}
// A guest's display name is "Guest" + a random six-digit suffix (distinct to opponents).
if m, _ := regexp.MatchString(`^Guest\d{6}$`, guest.DisplayName); !m {
t.Errorf("guest DisplayName = %q, want Guest + 6 digits", guest.DisplayName)
}
plainGuest, err := store.ProvisionGuest(ctx, "", "")
plainGuest, err := store.ProvisionGuest(ctx, "")
if err != nil {
t.Fatalf("provision plain guest: %v", err)
}
if plainGuest.TimeZone != "UTC" {
t.Errorf("plain guest TimeZone = %q, want UTC default", plainGuest.TimeZone)
}
if plainGuest.PreferredLanguage != "en" {
t.Errorf("plain guest PreferredLanguage = %q, want en default", plainGuest.PreferredLanguage)
}
// An unsupported locale falls back to the 'en' default rather than persisting a junk value.
frGuest, err := store.ProvisionGuest(ctx, "", "fr-FR")
if err != nil {
t.Fatalf("provision fr guest: %v", err)
}
if frGuest.PreferredLanguage != "en" {
t.Errorf("unsupported-locale guest PreferredLanguage = %q, want en default", frGuest.PreferredLanguage)
}
}
// TestProvisionTelegramUnknownLanguageDefaults checks an unsupported Telegram
+1 -1
View File
@@ -216,7 +216,7 @@ func TestConfirmCodeClearsGuest(t *testing.T) {
mailer := &capturingMailer{}
svc := account.NewEmailService(store, mailer, "https://erudit-game.ru")
guest, err := store.ProvisionGuest(ctx, "", "")
guest, err := store.ProvisionGuest(ctx, "")
if err != nil {
t.Fatalf("provision guest: %v", err)
}
@@ -103,31 +103,14 @@ func TestDictionaryUpdateFlow(t *testing.T) {
t.Errorf("installed dawg missing on disk: %v", err)
}
// The choice survives a restart on the SAME build: an out-of-band admin install newer
// than the build version is not downgraded (a restart on an older image keeps the hotfix).
// The choice survives a restart: a fresh service over the same DB and registry
// re-adopts the persisted active version.
restarted := newGameServiceOn(dir, "v1.0.0", reg)
if err := restarted.InitActiveVersion(ctx); err != nil {
t.Fatalf("restart init: %v", err)
}
if got := restarted.ActiveVersion(); got != "v9.9.9" {
t.Errorf("restarted active version = %q, want v9.9.9 (a newer out-of-band install is kept)", got)
}
// A redeploy that delivered a build version NEWER than the out-of-band one activates it
// for new games without any admin step (the deploy-delivers path — docs/ARCHITECTURE.md §5).
if _, err := reg.LoadAvailable(dir, "v10.0.0"); err != nil {
t.Fatalf("make v10.0.0 resident: %v", err)
}
deployed := newGameServiceOn(dir, "v10.0.0", reg)
if err := deployed.InitActiveVersion(ctx); err != nil {
t.Fatalf("deploy init: %v", err)
}
if got := deployed.ActiveVersion(); got != "v10.0.0" {
t.Errorf("deployed active version = %q, want v10.0.0 (a newer build version wins)", got)
}
// Restore the out-of-band active version so the assertions below still read v9.9.9.
if err := restarted.SetActiveVersion(ctx, "v9.9.9"); err != nil {
t.Fatalf("restore active: %v", err)
t.Errorf("restarted active version = %q, want v9.9.9 (persisted)", got)
}
// New games pin the new version; the in-progress game keeps its own, still resident.
+1 -1
View File
@@ -431,7 +431,7 @@ func TestConfirmByTokenLinkClearsGuest(t *testing.T) {
store := account.NewStore(testDB)
mailer := &capturingMailer{}
svc := account.NewEmailService(store, mailer, "https://erudit-game.ru")
guest, err := store.ProvisionGuest(ctx, "", "")
guest, err := store.ProvisionGuest(ctx, "")
if err != nil {
t.Fatalf("provision guest: %v", err)
}
+1 -1
View File
@@ -154,7 +154,7 @@ func provisionAccount(t *testing.T) uuid.UUID {
// provisionGuest creates a fresh ephemeral guest account and returns its id.
func provisionGuest(t *testing.T) uuid.UUID {
t.Helper()
acc, err := account.NewStore(testDB).ProvisionGuest(context.Background(), "", "")
acc, err := account.NewStore(testDB).ProvisionGuest(context.Background(), "")
if err != nil {
t.Fatalf("provision guest: %v", err)
}
+9 -39
View File
@@ -347,10 +347,8 @@ func TestAccountLinkEmailMergeIntoCaller(t *testing.T) {
}
}
// TestAccountLinkGuestInversion auto-merges a guest initiator into the durable account that
// owns the email AT THE CONFIRM STEP (no merge confirmation): the guest is retired, the durable
// account wins and a fresh session is minted for it (the client adopts the switch and lands on
// the durable account as if it simply logged in).
// TestAccountLinkGuestInversion merges a guest initiator into the durable account
// that owns the email: the durable account wins and a fresh session is minted.
func TestAccountLinkGuestInversion(t *testing.T) {
ctx := context.Background()
store := account.NewStore(testDB)
@@ -366,18 +364,17 @@ func TestAccountLinkGuestInversion(t *testing.T) {
t.Fatalf("request: %v", err)
}
code := sixDigit.FindString(mailer.lastBody)
confirm, err := links.ConfirmEmail(ctx, guest, email, code)
if err != nil {
if _, err := links.ConfirmEmail(ctx, guest, email, code); err != nil {
t.Fatalf("confirm: %v", err)
}
// A guest initiator does not get a MergeRequired confirmation — the merge runs inline.
if !confirm.Merged || confirm.MergeRequired {
t.Fatalf("confirm = %+v, want an inline (auto) merge", confirm)
merge, err := links.MergeEmail(ctx, guest, email, code)
if err != nil {
t.Fatalf("merge: %v", err)
}
if confirm.Merge.PrimaryID != durable {
t.Fatalf("primary = %s, want durable %s", confirm.Merge.PrimaryID, durable)
if merge.PrimaryID != durable {
t.Fatalf("primary = %s, want durable %s", merge.PrimaryID, durable)
}
if confirm.Merge.SwitchedToken == "" {
if merge.SwitchedToken == "" {
t.Error("a guest initiator whose durable counterpart wins must get a switched session token")
}
if mergedInto(t, guest) != durable {
@@ -388,33 +385,6 @@ func TestAccountLinkGuestInversion(t *testing.T) {
}
}
// TestAccountLinkGuestAutoMergeActiveGameConflict guards that a guest's auto-merge is REFUSED
// (not silently swallowed) at the confirm step when the guest and the durable account share an
// active game: the caller surfaces ErrActiveGameConflict (mapped to a clear "finish that game
// first" message) rather than seating one player against themselves.
func TestAccountLinkGuestAutoMergeActiveGameConflict(t *testing.T) {
ctx := context.Background()
mailer := &capturingMailer{}
links := newLinkService(mailer)
durable := provisionAccount(t)
email := "conflict-" + uuid.NewString() + "@example.com"
bindEmailIdentity(t, durable, email)
guest := provisionGuest(t)
seatGame(t, []uuid.UUID{durable, guest}, 24*time.Hour) // an active game the two share
if err := links.RequestEmail(ctx, guest, email); err != nil {
t.Fatalf("request: %v", err)
}
code := sixDigit.FindString(mailer.lastBody)
if _, err := links.ConfirmEmail(ctx, guest, email, code); err != accountmerge.ErrActiveGameConflict {
t.Fatalf("confirm = %v, want ErrActiveGameConflict surfaced by the auto-merge", err)
}
if mergedInto(t, guest) != uuid.Nil {
t.Error("a refused auto-merge must not tombstone the guest")
}
}
// TestAccountLinkFreeVK binds a free VK identity (gateway-validated, no code) and
// promotes a guest to durable — the ConfirmVK counterpart of the free-email case.
func TestAccountLinkFreeVK(t *testing.T) {
+1 -1
View File
@@ -26,7 +26,7 @@ func TestUserListFilter(t *testing.T) {
if err != nil {
t.Fatalf("provision robot: %v", err)
}
guest, err := st.ProvisionGuest(ctx, "", "")
guest, err := st.ProvisionGuest(ctx, "")
if err != nil {
t.Fatalf("provision guest: %v", err)
}
+6 -32
View File
@@ -31,39 +31,13 @@ func NewService(emails *account.EmailService, accounts *account.Store, merger *a
return &Service{emails: emails, accounts: accounts, merger: merger, sessions: sessions}
}
// ConfirmResult reports the outcome of a confirm step. Exactly one of Linked,
// MergeRequired or Merged is set. SecondaryID is the account to be retired when a merge
// is required (the caller renders an irreversible-merge confirmation from it). Merged is
// set when the caller was a guest, so the merge ran inline (see confirmOrAutoMerge) and
// Merge carries its result (the switched-session token for the surviving durable account).
// ConfirmResult reports the outcome of a confirm step. Exactly one of Linked or
// MergeRequired is set; SecondaryID is the account to be retired when a merge is
// required (the caller renders an irreversible-merge confirmation from it).
type ConfirmResult struct {
Linked bool
MergeRequired bool
SecondaryID uuid.UUID
Merged bool
Merge MergeResult
}
// confirmOrAutoMerge decides a required merge at the confirm step. A durable caller gets
// the explicit MergeRequired confirmation (consolidating two real accounts is irreversible
// and consequential — the user must see it). A GUEST caller does not: by the guest-primary
// rule the durable other account survives and the ephemeral guest is retired, folding its
// games/wallet/stats in — from the user's side it is simply "logged into my account", so the
// merge runs inline and the client just adopts the switched session. The active-game guard can
// still refuse (accountmerge.ErrActiveGameConflict), surfaced to the caller unchanged.
func (s *Service) confirmOrAutoMerge(ctx context.Context, callerID, owner uuid.UUID) (ConfirmResult, error) {
caller, err := s.accounts.GetByID(ctx, callerID)
if err != nil {
return ConfirmResult{}, err
}
if !caller.IsGuest {
return ConfirmResult{MergeRequired: true, SecondaryID: owner}, nil
}
res, err := s.merge(ctx, callerID, owner)
if err != nil {
return ConfirmResult{}, err
}
return ConfirmResult{Merged: true, Merge: res}, nil
}
// MergeResult reports a completed merge. PrimaryID is the surviving account.
@@ -93,7 +67,7 @@ func (s *Service) ConfirmEmail(ctx context.Context, accountID uuid.UUID, email,
}
return ConfirmResult{Linked: true}, nil
}
return s.confirmOrAutoMerge(ctx, accountID, owner)
return ConfirmResult{MergeRequired: true, SecondaryID: owner}, nil
}
// MergeEmail re-verifies the code and merges the address's account into the
@@ -129,7 +103,7 @@ func (s *Service) ConfirmTelegram(ctx context.Context, callerID uuid.UUID, exter
if owner == callerID {
return ConfirmResult{Linked: true}, nil
}
return s.confirmOrAutoMerge(ctx, callerID, owner)
return ConfirmResult{MergeRequired: true, SecondaryID: owner}, nil
}
// MergeTelegram merges the account owning a gateway-validated Telegram identity
@@ -176,7 +150,7 @@ func (s *Service) ConfirmVK(ctx context.Context, callerID uuid.UUID, externalID
if owner == callerID {
return ConfirmResult{Linked: true}, nil
}
return s.confirmOrAutoMerge(ctx, callerID, owner)
return ConfirmResult{MergeRequired: true, SecondaryID: owner}, nil
}
// MergeVK merges the account owning a gateway-validated VK identity into the caller's
+4 -8
View File
@@ -160,20 +160,16 @@ type guestAuthRequest struct {
// Subtype is the client-reported device family (ios/android/web) of this direct
// (web/native) session; there is no external signer, so it is recorded best-effort.
Subtype string `json:"subtype"`
// Language is the client's detected interface locale, seeding the fresh guest's
// interface language (best-effort; an unsupported/absent value keeps the 'en' default).
Language string `json:"language"`
}
// handleGuestAuth provisions a fresh ephemeral guest account and mints a session,
// seeding its time zone from the optional detected browser offset and its interface
// language from the optional detected locale.
// seeding its time zone from the optional detected browser offset.
func (s *Server) handleGuestAuth(c *gin.Context) {
// The body is optional: an absent or malformed one simply yields no time-zone/language seed
// (the account keeps the UTC / 'en' defaults), so a bind error must not fail the bootstrap.
// The body is optional: an absent or malformed one simply yields no time-zone seed
// (the account keeps the UTC default), so a bind error must not fail the bootstrap.
var req guestAuthRequest
_ = c.ShouldBindJSON(&req)
acc, err := s.accounts.ProvisionGuest(c.Request.Context(), req.BrowserTZ, req.Language)
acc, err := s.accounts.ProvisionGuest(c.Request.Context(), req.BrowserTZ)
if err != nil {
s.abortErr(c, err)
return
-6
View File
@@ -285,12 +285,6 @@ func (s *Server) handleLinkVKMerge(c *gin.Context) {
// or a completed link (the active account's refreshed profile).
func (s *Server) confirmResultResponse(c *gin.Context, activeID uuid.UUID, res link.ConfirmResult) linkResultResponse {
ctx := c.Request.Context()
if res.Merged {
// A guest initiator's merge ran inline (the guest-primary rule; no confirmation step),
// so render the completed merge — the client adopts the switched session and lands on
// the surviving durable account as if it simply logged in.
return s.mergeResultResponse(c, res.Merge)
}
if res.MergeRequired {
out := linkResultResponse{Status: "merge_required", SecondaryUserID: res.SecondaryID.String()}
if acc, err := s.accounts.GetByID(ctx, res.SecondaryID); err == nil {
+5 -9
View File
@@ -98,7 +98,7 @@ without it Docker's resolver handles `otelcol`, `gateway` and `api.telegram.org`
| --- | --- | --- | --- |
| `POSTGRES_DB` | variable | `scrabble` | Database name. |
| `POSTGRES_USER` | variable | `scrabble` | Database user. |
| `DICT_VERSION` | variable (shared) | `v1.3.1` | `scrabble-dictionary` release tag baked into the backend image (build-arg). **Deploy-authoritative**: a redeploy that bumped it **delivers** the version onto the volume (add-only) and **activates** it for new games — old games keep the version they pin, and a newer out-of-band console upload is never downgraded (ARCHITECTURE.md §5). The `.seed_version` marker still guards the flat seed's label (a bump is delivered as a new subdirectory, never a relabel). One shared unprefixed Gitea variable seeds both contours and pins the CI test suite. |
| `DICT_VERSION` | variable (shared) | `v1.3.1` | `scrabble-dictionary` release tag baked into the backend image as the **seed for a fresh volume** (build-arg). A live contour changes dictionary through the admin console, not this; on a seeded volume a changed value is ignored (the recorded `.seed_version` marker wins — the seed-drift guard, ARCHITECTURE.md §5). One shared unprefixed Gitea variable seeds both contours and pins the CI test suite. |
| `LOG_LEVEL` | variable | `info` | Shared log level for backend / gateway / validator / bot (`debug\|info\|warn\|error`). |
| `CADDY_SITE_ADDRESS` | variable | `:80` | Caddy site address. Test: `:80` (host caddy terminates TLS). Prod: a domain, so caddy does its own ACME. |
| `GM_BASICAUTH_USER` | variable | `gm` | Username for the `/_gm` Basic-Auth. |
@@ -176,14 +176,10 @@ For local builds set `DICT_VERSION` in `deploy/.env` (template: `.env.example`);
`docker build` needs `--build-arg DICT_VERSION=vX.Y.Z`. The Dockerfiles and `compose` carry no
default — a missing value fails loudly instead of baking a stale tag.
Bumping `DICT_VERSION` and **redeploying** takes a live contour/prod to the new dictionary:
on boot the backend **delivers** the build's version onto the volume (add-only, into
`BACKEND_DICT_DIR/<version>/` from the unshadowed `BACKEND_DICT_SEED_DIR`) and **activates** it,
so new games pin it while in-flight games keep the version they started on. The `.seed_version`
marker still guards the flat seed's label (the delivery is a new subdirectory, never a relabel).
The admin console `/_gm/dictionary` (upload the tarball, preview the per-variant diff, confirm)
remains for an **out-of-band** update without a redeploy; a console version newer than the build
survives a later restart on an older image (ARCHITECTURE.md §5).
Bumping the seed is a **no-op on a live volume** (the `.seed_version` marker wins — the
seed-drift guard). A running contour/prod moves to a new release **through the admin console**
`/_gm/dictionary` (upload the tarball, preview the per-variant diff, confirm); in-flight games
keep their pinned version, new games use the new one (ARCHITECTURE.md §5).
## Production rollout
+16 -21
View File
@@ -446,27 +446,22 @@ Key points:
version while new games use the new one. A restart re-loads every resident
version via `engine.OpenWithVersions` (the flat seed plus each subdirectory,
skipping the `.staging/` upload area) and restores the active pointer from
`dictionary_state`. The volume preserves uploaded versions across redeploys, so
in-flight games keep replaying on the version they pin. The build's
`BACKEND_DICT_VERSION` is **deploy-authoritative**: on boot `engine.DeliverVersion`
copies the image's DAWGs — kept unshadowed at `BACKEND_DICT_SEED_DIR`, since the
volume mount hides the image's `BACKEND_DICT_DIR` copy — into
`BACKEND_DICT_DIR/<version>/` when that version is not already resident (**add-only**:
the flat seed and prior uploads are never touched), and `InitActiveVersion` makes it
the active version. So a redeploy that bumped `DICT_VERSION` moves new games to the
new dictionary automatically, while old games stay on theirs — no console step. The
one exception: a version installed out-of-band through the console that is **newer**
than the build version and still resident is kept, so a restart on an older image never
downgrades a hotfix (versions compare numerically). Because the flat DAWGs carry no
embedded version, `OpenWithVersions` records the version the flat directory was first
seeded at in a `.seed_version` marker and treats it as authoritative for **that flat
directory** (the **seed-drift guard**): a later `BACKEND_DICT_VERSION` never relabels
the already-seeded flat bytes — it is delivered as a **new subdirectory** instead — so
the guard still prevents mis-serving a game pinned to the flat label. The console
remains the way to update a dictionary **without** a redeploy (an out-of-band upload).
Set `DICT_VERSION` per contour from the deploy's `TEST_`/`PROD_DICT_VERSION`. (The
dictionaries ship as a versioned **release artifact** from the `scrabble-dictionary`
repo.)
`dictionary_state`. The volume preserves uploaded versions across redeploys;
once seeded it is not re-seeded, so after bootstrap dictionary changes go through
the console rather than a rebuild. Because the flat DAWGs carry no embedded
version, `OpenWithVersions` records the version the flat directory was first seeded
at in a `.seed_version` marker on the volume and treats that marker as
**authoritative** (the **seed-drift guard**): on an already-seeded volume a later
`BACKEND_DICT_VERSION` is ignored, so a bumped build seed cannot relabel the
already-seeded bytes — which would otherwise silently serve the wrong dictionary
and void games pinned to the prior label. A running contour therefore moves to a
new release **through the console** (the prior version stays resident, so its games
keep replaying), and `DICT_VERSION` is the seed for a **fresh** volume only:
bumping it on a live contour is a harmless no-op that takes effect on the next
fresh volume. Set it per contour from the deploy's `TEST_`/`PROD_DICT_VERSION`.
(The dictionaries ship as a versioned **release artifact** from the
`scrabble-dictionary` repo; the build's `DICT_VERSION` selects
only the seed.)
- Move generation/validation/scoring use `Solver.GenerateMoves` (ranked),
`Solver.ValidatePlay` and `Solver.ScorePlay`; board mutation uses
`scrabble.Apply`. The engine adds its own deterministic, seeded tile **bag**
+7 -10
View File
@@ -50,7 +50,7 @@ tail — at a real control, and a **tap anywhere** advances to the next; after t
overlay is gone for good. Two independent series run. The **lobby** series points at the
⚙️ settings, ✏️ statistics and 🎲 new-game tabs. The **game** series, on the player's first game
board, points at the scoreboard header (move history / chat / word-check), the 🔄 pass-and-exchange,
hints and 🔀 shuffle controls, and the rack. A series counts as seen only **after its last hint**,
🛟 hints and 🔀 shuffle controls, and the rack. A series counts as seen only **after its last hint**,
so leaving mid-way replays it from the start next time; it is remembered per device. Arriving at the
lobby is the lobby trigger, so a player who deep-links straight into Settings → Friends still gets the
lobby walk-through on their first trip back. Both series work the same in portrait and landscape (the
@@ -117,15 +117,12 @@ First platform contact auto-provisions a durable account. From the profile a pla
links an email (via a confirm code) or their Telegram (via the web sign-in); a guest
who links their first identity becomes a durable account. The "already taken" status
of an identity is never revealed before the code/sign-in is verified. If the linked
identity already belongs to another account, the two accounts are merged into one
(statistics summed, games and friends transferred, wallet folded, duplicates removed).
A **durable** initiator is shown an explicit, **irreversible** confirmation first —
consolidating two real accounts is consequential. A **guest** initiator is not: the
durable account that owns the identity is kept, and the ephemeral guest — with its games,
wallet and stats folded in — is retired **seamlessly**, so from the player's side it is
simply signing into their account (the app switches to it with no prompt). A merge is
blocked only while the two accounts share a game still in progress; a guest is then asked
to finish that shared game before signing in.
identity already belongs to another account, the player is shown an explicit,
**irreversible** confirmation and the two accounts are merged into the one they are
using (statistics summed, games and friends transferred, duplicates removed) — except
when a guest links an identity that already has a durable account, where the durable
account is kept and the guest's games move into it. A merge is blocked only while the
two accounts share a game still in progress.
The profile lists the account's **sign-in methods**. On the web a player can add
Telegram (a login-widget popup) or VK (VK ID web login — a redirect to VK's sign-in and
+7 -9
View File
@@ -52,7 +52,7 @@ Telegram-бот, который документы указывают как к
следующей; после последней подсказки оверлей убирается навсегда. Серий две. Серия **лобби**
указывает на вкладки ⚙️ настроек, ✏️ статистики и 🎲 новой игры. Серия **игры**, на первой партии
игрока, указывает на шапку со счётом (история ходов / чат / проверка слова), кнопки 🔄 пас-и-обмен,
подсказок и 🔀 перемешивания, и на стойку с фишками. Серия считается просмотренной только
🛟 подсказок и 🔀 перемешивания, и на стойку с фишками. Серия считается просмотренной только
**после последней подсказки**, поэтому выход на середине в следующий раз покажет её с начала;
запоминается она по устройству. Триггер серии лобби — попадание в лобби, так что игрок, пришедший
по deeplink сразу в Настройки → Друзья, всё равно получит проводку по лобби при первом возврате.
@@ -121,14 +121,12 @@ Telegram держит **единого бота**: все игроки поль
привязывает email (по confirm-коду) или свой Telegram (через веб-вход); гость,
привязавший первую личность, становится постоянным аккаунтом. Факт «личность уже
занята» не раскрывается до проверки кода/входа. Если привязываемая личность уже
принадлежит другому аккаунту, два аккаунта сливаются в один (статистика суммируется,
игры и друзья переносятся, кошелёк складывается, дубликаты убираются). **Постоянному**
инициатору сначала показывают явное **необратимое** подтверждение — объединение двух
настоящих аккаунтов важно. **Гостю** — нет: сохраняется постоянный аккаунт-владелец
личности, а эфемерный гость (с его играми, кошельком и статистикой) ретайрится
**бесшовно**, так что со стороны игрока это просто вход в свой аккаунт (приложение
переключается на него без запроса). Слияние запрещено, только пока у аккаунтов есть
общая незавершённая игра; гостя тогда просят сперва доиграть эту общую партию.
принадлежит другому аккаунту, игроку показывают явное **необратимое**
подтверждение, и два аккаунта сливаются в тот, под которым он сейчас работает
(статистика суммируется, игры и друзья переносятся, дубликаты убираются), — кроме
случая, когда гость привязывает личность с уже существующим постоянным аккаунтом:
тогда сохраняется постоянный аккаунт, а игры гостя переходят в него. Слияние
запрещено, только пока у аккаунтов есть общая незавершённая игра.
В профиле перечислены **способы входа** аккаунта. В вебе игрок может добавить
Telegram (попап логин-виджета) или VK (веб-вход VK ID — редирект на страницу входа VK и
+2 -2
View File
@@ -53,7 +53,7 @@ dismisses as soon as the lobby is ready. The pure layout and timing live in `lib
A one-time **coachmark overlay** introduces the interface to a new player. Like the splash it is an
**App-level overlay**; it runs two independent series chosen by the route — **lobby** (⚙️ settings →
✏️ stats → 🎲 new game) and **game** (scoreboard header → 🔄 pass/exchange → hints → 🔀 shuffle →
✏️ stats → 🎲 new game) and **game** (scoreboard header → 🔄 pass/exchange → 🛟 hints → 🔀 shuffle →
rack). It draws **one bubble at a time** over a light scrim (`rgba(0,0,0,0.32)`); the whole layer
captures pointer events, so a **tap anywhere advances** and the UI underneath stays inert. After the
last hint the series is recorded done (`session.ts` `onboarding` key) and the overlay removes itself;
@@ -284,7 +284,7 @@ e2e and the screenshots.
opens a dialog — pick tiles to **Exchange N**, or pick
none to **Pass without exchanging**; pass is always available on your turn, exchange only
while the bag still holds a full rack, below which the tiles disable and only the pass
remains), Hint (with a remaining-count badge, disabled at zero); 🔀 Shuffle (no label,
remains), 🛟 Hint (with a remaining-count badge, disabled at zero); 🔀 Shuffle (no label,
no confirm), which
**animates** — tiles hop along a low parabola to their new slots (duration scaled by the
distance, the longest ≤ 0.3 s; off under reduce-motion) with a short haptic shake. A **thin strip
+3 -4
View File
@@ -312,12 +312,11 @@ func (c *Client) ChatAccessByUser(ctx context.Context, userID string) (ChatAcces
}
// GuestAuth provisions a guest account and mints a session, seeding its time zone
// from browserTz (the client's detected "±HH:MM" UTC offset) and its interface
// language from language (the client's detected locale; best-effort).
func (c *Client) GuestAuth(ctx context.Context, browserTz, subtype, language string) (SessionResp, error) {
// from browserTz (the client's detected "±HH:MM" UTC offset).
func (c *Client) GuestAuth(ctx context.Context, browserTz, subtype string) (SessionResp, error) {
var out SessionResp
err := c.do(ctx, http.MethodPost, "/api/v1/internal/sessions/guest", "", "",
map[string]string{"browser_tz": browserTz, "subtype": subtype, "language": language}, &out)
map[string]string{"browser_tz": browserTz, "subtype": subtype}, &out)
return out, err
}
+2 -3
View File
@@ -270,14 +270,13 @@ func authGuestHandler(backend *backendclient.Client) Handler {
// The guest bootstrap historically carried no payload; the detected zone is
// optional, so an absent or empty one simply yields no time-zone seed (rather
// than panicking in GetRootAs* on a zero-length buffer).
var browserTz, subtype, locale string
var browserTz, subtype string
if len(req.Payload) > 0 {
g := fb.GetRootAsGuestLoginRequest(req.Payload, 0)
browserTz = string(g.BrowserTz())
subtype = string(g.Subtype())
locale = string(g.Locale())
}
sess, err := backend.GuestAuth(ctx, browserTz, subtype, locale)
sess, err := backend.GuestAuth(ctx, browserTz, subtype)
if err != nil {
return nil, err
}
+1 -1
View File
@@ -1,5 +1,5 @@
ext {
minSdkVersion = 29
minSdkVersion = 24
compileSdkVersion = 36
targetSdkVersion = 36
androidxActivityVersion = '1.11.0'
+3 -4
View File
@@ -97,15 +97,14 @@ test.describe('native offline-first', () => {
await expectOfflineGuestLobby(page);
// New game -> the offline mode selector offers "with friends" (pass-and-play) to the local guest.
// A minimal create: set the mandatory host (master) PIN. A guest host skips the "do you take a
// seat?" prompt (no name to seat) and goes straight to the two open seats, so pick the sole
// offered variant (Erudit — the profileless guest's default) right after the PIN.
// A minimal create: set the mandatory host (master) PIN, decline a seat, the sole offered variant
// (Erudit — the profileless guest's default), two open seats.
await page.locator('button.tab').nth(0).click();
await page.getByRole('button', { name: /With friends|друзьями/i }).click();
await page.locator('.hostpin .plink').click();
await typePin(page, '9999');
await typePin(page, '9999');
await expect(page.getByRole('button', { name: /^(No|Нет)$/ })).toHaveCount(0); // no seat prompt for a guest
await page.getByRole('button', { name: /^(No|Нет)$/ }).click();
await page.locator('.variant').click();
await page.locator('.pname').nth(0).fill('Ann');
await page.locator('.pname').nth(1).fill('Bob');
+8 -17
View File
@@ -10,7 +10,6 @@
import Rack from './Rack.svelte';
import { gateway } from '../lib/gateway';
import { gameSource, localSource, isLocalGameId } from '../lib/gamesource';
import { localGuestId } from '../lib/localguest';
import { notePreviewLocal, notePreviewNetwork } from '../lib/localeval-metrics';
import { navigate } from '../lib/router.svelte';
import { app, handleError, showToast, markChatRead, seedChatUnread } from '../lib/app.svelte';
@@ -1443,29 +1442,21 @@
// seatName renders a seat's name: "you" for the viewer, the localized "searching for
// opponent" placeholder for an open game's still-empty seat (no account), otherwise the
// display name.
// isMe reports whether a seat belongs to the viewer — matched against the server account id OR
// the device-local guest id, the same rule the lobby uses for "my games". A device-local game
// (vs_ai / hotseat) is seated under the local guest id when created offline, and its human seat
// must still read "You" after a merge switches the active account to a durable id; without the
// local-guest arm the seat matched neither and a vs_ai game showed BOTH seats as robots.
function isMe(accountId: string | undefined): boolean {
return !!accountId && (accountId === app.session?.userId || accountId === localGuestId());
}
function seatName(s: { accountId: string; displayName: string } | undefined): string {
if (!s) return '';
if (isMe(s.accountId)) return t('common.you');
if (s.accountId === app.session?.userId) return t('common.you');
// An honest-AI game shows the robot opponent as 🤖, never its (pooled human-like) name.
if (view?.game.vsAi) return '🤖';
if (!s.accountId) return t('game.searchingForOpponent');
return s.displayName;
}
// turnLabel is the under-board status when it is not the viewer's turn, for online PvP and
// vs_ai (the hotseat branch of the turn strip shows the seat's own name instead): a generic
// "opponent's turn" rather than the opponent's name or the robot mark, so whose turn it is
// reads the same everywhere. The seat row below still names each player.
// turnLabel is the under-board status when it is not the viewer's turn: the opponent's name
// once they have joined, or a generic "opponent's turn" while the seat is still empty (waiting).
function turnLabel(): string {
if (view?.game.vsAi) return '🤖';
const s = view?.game.seats[view?.game.toMove ?? -1];
if (s && s.accountId && s.accountId !== app.session?.userId) return s.displayName;
return t('game.opponentsTurn');
}
@@ -1745,7 +1736,7 @@
idle gate while it is closed; tapping then only explains when it opens (doHint), and the lock
lifts live at the unlock moment. -->
<button class="tab" disabled={busy || !isMyTurn || !netReady} onclick={doHint}>
<span class="sq" data-coach="game-hints">{#if hintGated}<span class="lock" aria-hidden="true">🔒</span>{/if}</span>
<span class="sq" data-coach="game-hints">🛟{#if hintGated}<span class="lock" aria-hidden="true">🔒</span>{/if}</span>
<span class="lbl">{t('game.hint')}</span>
</button>
{:else}
@@ -1755,7 +1746,7 @@
disabled={busy || !isMyTurn || !netReady || hintCount <= 0}
onconfirm={doHint}
>
<span class="sq" data-coach="game-hints">{#if hintCount > 0}<span class="badge">{hintCount}</span>{/if}</span>
<span class="sq" data-coach="game-hints">🛟{#if hintCount > 0}<span class="badge">{hintCount}</span>{/if}</span>
<span class="lbl">{t('game.hint')}</span>
</TapConfirm>
{/if}
+1 -16
View File
@@ -662,18 +662,7 @@ async function reconcileServerGuest(): Promise<void> {
*/
export async function applyLinkResult(r: LinkResult): Promise<void> {
if (r.session && r.session.token) {
// A guest initiator's merge switches the session to the surviving durable account. Its
// device-local games (vs_ai / hotseat) were seated under the retired account's id, so
// re-point them to the survivor: the lobby and the game header identify "me" by the active
// account, and without this the merged-away game shows every seat as an opponent (the
// in-game turn logic is seat-index based, so it still plays — the summary just misreads).
const retiredId = app.session?.userId;
await adoptSession(r.session);
const survivorId = app.session?.userId;
if (retiredId && survivorId && retiredId !== survivorId) {
const { repointLocalGameSeats } = await import('./localgame/store');
await repointLocalGameSeats(retiredId, survivorId);
}
return;
}
app.profile = await gateway.profileGet();
@@ -982,11 +971,7 @@ export async function bootstrap(): Promise<void> {
// to online when the network returns. Web-only reaches here (the Mini-App branches returned above),
// so isStandalone gates it.
const cachedProfile = await loadProfile();
// A native app is offline-first, so a native launch — even a guest with no email — must fall back
// to the cached session's offline lobby rather than hang ~25 s on adoptSession's retrying profile
// fetch when the device is offline (e.g. airplane mode). Web keeps the installed-PWA + email gate.
const nativeChannel = clientChannel() === 'android' || clientChannel() === 'ios';
const canOffline = !vkcb && (nativeChannel || (!!cachedProfile && isStandalone() && !!cachedProfile.email));
const canOffline = !!cachedProfile && !vkcb && isStandalone() && !!cachedProfile.email;
if (canOffline) {
const interfaceOffline = typeof navigator !== 'undefined' && navigator.onLine === false;
gateway.setToken(saved.token);
+1 -2
View File
@@ -91,7 +91,7 @@ export const en = {
'onboarding.lobbyNew': 'Practise against the AI', // 🎲
'onboarding.gameHeader': 'Move history, chat and word check', // scoreboard strip
'onboarding.gameTurn': 'Pass a turn, swap tiles', // 🔄
'onboarding.gameHints': 'Available hints', //
'onboarding.gameHints': 'Available hints', // 🛟
'onboarding.gameShuffle': 'Shuffle your tiles', // 🔀
'onboarding.gameRack': 'Pick a tile and place it on the board', // rack
@@ -312,7 +312,6 @@ export const en = {
'error.chat_rejected': 'Message rejected (too long or contains contact info).',
'error.nudge_too_soon': "Please don't rush your opponent so often.",
'error.chat_not_your_turn': 'You can chat only on your turn.',
'error.merge_active_game_conflict': 'You have an unfinished game with that account. Finish it, then sign in again.',
'error.chat_already_sent': 'You can send only one message per turn.',
'error.game_finished': 'This game is finished.',
'error.not_a_player': 'You are not a player in this game.',
+1 -2
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@@ -91,7 +91,7 @@ export const ru: Record<MessageKey, string> = {
'onboarding.lobbyNew': 'Потренируйтесь с ИИ', // 🎲
'onboarding.gameHeader': 'История ходов, чат и проверка слова', // шапка над доской
'onboarding.gameTurn': 'Пропуск хода, обмен фишек', // 🔄
'onboarding.gameHints': 'Доступные подсказки', //
'onboarding.gameHints': 'Доступные подсказки', // 🛟
'onboarding.gameShuffle': 'Встряхните фишки', // 🔀
'onboarding.gameRack': 'Выбирайте фишку и ставьте на доску', // rack
@@ -312,7 +312,6 @@ export const ru: Record<MessageKey, string> = {
'error.chat_rejected': 'Сообщение отклонено (слишком длинное или содержит контакты).',
'error.nudge_too_soon': 'Не стоит торопить соперника так часто.',
'error.chat_not_your_turn': 'Писать в чат можно только в свой ход.',
'error.merge_active_game_conflict': 'У вас есть незавершённая партия с этим аккаунтом. Доиграйте её и войдите снова.',
'error.chat_already_sent': 'За один ход можно отправить только одно сообщение.',
'error.game_finished': 'Эта игра уже завершена.',
'error.not_a_player': 'Вы не участник этой игры.',
-20
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@@ -81,26 +81,6 @@ export async function listLocalGames(): Promise<LocalGameRecord[]> {
}
}
/** repointLocalGameSeats rewrites the account id on every stored game's seats from oldId to
* newId. It is run when an account merge retires the account a device-local game was seated
* under (a guest that logged into a durable account): the surviving account then owns the
* games, so the lobby and the game header identify "me" again without it the human seat no
* longer matches the active account and the game shows every seat as an opponent. Best-effort;
* the records read from IndexedDB are plain objects, so mutating and re-saving them is safe. */
export async function repointLocalGameSeats(oldId: string, newId: string): Promise<void> {
if (!oldId || !newId || oldId === newId) return;
for (const g of await listLocalGames()) {
let touched = false;
for (const s of g.seats) {
if (s.accountId === oldId) {
s.accountId = newId;
touched = true;
}
}
if (touched) await saveLocalGame(g);
}
}
/** deleteLocalGame removes a game record, swallowing any failure (best-effort). */
export async function deleteLocalGame(id: string): Promise<void> {
const db = openDb();
+1 -4
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@@ -175,10 +175,7 @@ function applyEffect(effect: Effect): void {
* poll immediately (the native reconcile) rather than after the first interval.
*/
export function bootOffline(kickNow = false): void {
// provisional: this offline is an assumption, not an observation — the first probe result confirms
// it (silent heal if reachable, so a first launch that had connectivity does not flash a spurious
// "back online" toast) or turns it into a real offline (see the reducer).
snap = { state: 'offlineNoNetwork', fails: 0, connectingSince: 0, provisional: true };
snap = { state: 'offlineNoNetwork', fails: 0, connectingSince: 0 };
arm(kickNow ? 0 : OFFLINE_POLL_MS);
}
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@@ -248,31 +248,3 @@ describe('reduce — purity', () => {
expect(prev).toEqual({ state: 'connecting', fails: 1, connectingSince: 5 });
});
});
// A boot-assumed (provisional) offline — bootOffline sets this — heals SILENTLY on its first
// successful probe (a first launch that actually had connectivity must not flash "back online"),
// while a failed probe confirms it as a real offline whose later recovery does toast.
describe('provisional (boot-assumed) offline', () => {
const bootOffline: NetSnapshot = { state: 'offlineNoNetwork', fails: 0, connectingSince: 0, provisional: true };
it('heals to online with NO toast when the first probe succeeds', () => {
const r = reduce(bootOffline, e('probeOk'), cfg);
expect(r.next.state).toBe('online');
expect(r.effects).toEqual([]); // no "back online" toast — it was never really offline
});
it('clears provisional on a failed probe, then toasts on the eventual recovery', () => {
const failed = reduce(bootOffline, e('probeFailed'), cfg);
expect(failed.next.state).toBe('offlineNoNetwork');
expect(failed.next.provisional).toBe(false);
expect(failed.effects).toEqual([]);
const healed = reduce(failed.next, e('probeOk'), cfg);
expect(healed.next.state).toBe('online');
expect(healed.effects).toEqual([{ kind: 'toast', toast: 'online' }]); // now a real recovery
});
it('a non-provisional (observed) offline still toasts on recovery', () => {
const r = reduce(offline, e('probeOk'), cfg);
expect(r.effects).toEqual([{ kind: 'toast', toast: 'online' }]);
});
});
+3 -18
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@@ -74,14 +74,6 @@ export interface NetSnapshot {
* it (0 while not `connecting`).
*/
connectingSince: number;
/**
* provisional marks an `offlineNoNetwork` that was ASSUMED at boot (bootOffline), not observed from
* a real onlineoffline transition. The first probe confirms it: a success means we were reachable
* all along, so the machine heals to online SILENTLY (no "back online" toast there was nothing to
* come back from); a failure clears the flag, turning it into a confirmed offline whose later
* recovery does toast. Absent/false in every non-boot snapshot.
*/
provisional?: boolean;
}
/** NetInput is an event stamped with the wall-clock time it occurred at; only the debounce branch
@@ -206,20 +198,13 @@ export function reduce(prev: NetSnapshot, ev: NetInput, cfg: NetConfig): NetResu
switch (ev.type) {
case 'callOk':
case 'probeOk':
// The probe (or a reconcile call) won — heal to online. A boot-assumed (provisional) offline
// that is reachable on its very first probe was never really offline, so heal SILENTLY; a
// confirmed offline gets the "back online" toast.
return { next: onlineSnapshot(), effects: prev.provisional ? [] : [{ kind: 'toast', toast: 'online' }] };
case 'callFailed':
case 'probeFailed':
// A failed probe confirms a boot-assumed offline as real (its eventual recovery will then
// toast); a non-provisional offline is unchanged.
return prev.provisional ? { next: { ...prev, provisional: false }, effects: [] } : { next: prev, effects: [] };
// The probe (or a reconcile call) won — self-heal to online with a "back online" toast.
return { next: onlineSnapshot(), effects: [{ kind: 'toast', toast: 'online' }] };
case 'osOnline':
// Trigger a probe; stay offline until it actually wins (a captive portal can report online).
return { next: prev, effects: [{ kind: 'startProbe' }] };
default:
// osOffline (still offline), versionRecommended (no nudge): no-op.
// callFailed / probeFailed / osOffline (still offline), versionRecommended (no nudge): no-op.
return { next: prev, effects: [] };
}
}
+1 -4
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@@ -265,10 +265,7 @@
case 'host-set':
if (r.kind === 'set') {
hostPin = r.lock;
// A guest host has no meaningful display name to seat, so the "do you take a seat?"
// prompt would only produce a nameless seat — skip it and go straight to the (empty)
// player seats. A durable host is still asked.
if (!guest) askHostPlays = true;
askHostPlays = true;
}
break;
case 'host-change':