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developer 07815c5a30 Merge pull request 'feat(payments): payments schema, currency domain and money type' (#215) from feature/payments-data-foundation into development
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2026-07-07 23:21:43 +00:00
Ilia Denisov bab57343e1 chore(jet): regenerate the backend jet to match the migrations
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The committed go-jet code had drifted from the schema: robot_blocks and
robot_friend_requests (created in the baseline) had no generated tables, the
feedback_messages model was missing app_version/browser_tz (added in 00003 and
00004), and UseSchema omitted account_best_move and the two robot tables.
Regenerate so the jet layer mirrors the migrations again.

Additive only — two nullable columns appended to feedback_messages plus two new
tables; the full build, vet, unit and integration suites stay green.
2026-07-08 01:18:36 +02:00
Ilia Denisov ce8b5026c1 feat(payments): add the payments schema, currency domain and money type
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Stand up the payments data foundation: a self-contained `payments` Postgres
schema for the in-game currency, wallets, benefits, catalog, orders and the
append-only operations ledger, behind a domain package — nothing wired to real
money yet.

- Migration 00010: the `payments` schema and a NOLOGIN confinement role (ALL on
  payments.*, nothing on backend); the ledger with a BEFORE UPDATE/DELETE
  append-only trigger and a partial idempotency index; the materialised
  balances/benefits; the catalog (atoms seeded) + products + per-method prices;
  the typed single-row config; orders and payment_events. There is no
  cross-schema foreign key — account_id is a plain uuid kept consistent in code,
  which keeps the domain extractable. Expand-contract and reversible.
- Money is a bigint in the currency's minor units carried by a `Money` value
  type (exact, math/big): no float ever touches an amount, and a whole-unit
  currency cannot hold a fraction.
- Extend jetgen to generate the payments schema; construct the service in the
  composition root behind a narrow interface with a boot reachability check.
- Tests: integration (role confinement via SET ROLE, the append-only trigger,
  CHECK constraints, the idempotency index, and a forward+backward migration),
  Money unit tests, and an import-boundary test keeping the payments jet code
  private to the domain.
- Docs: PLAN.md, docs/PAYMENTS.md (+ _ru mirror) updated to the built model.
2026-07-08 01:07:56 +02:00
developer d9bc7596c6 Merge pull request 'docs(payments): monetization spec and implementation plan' (#213) from feature/payments-docs into development
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2026-07-07 21:31:31 +00:00
developer 3ad3b1dd7f Merge pull request 'ci: skip the test-contour deploy on a no-code change' (#214) from feature/ci-skip-deploy-on-docs into development
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2026-07-07 21:27:46 +00:00
Ilia Denisov 4d1f389cf1 ci: skip the test-contour deploy on a no-code change
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The deploy job gated only on the event/ref, so a docs-only PR into
development (where unit/integration/ui/conformance path-skip) still
redeployed the test contour for nothing. Gate it on the `changes` job
too: deploy only when the Go or UI side changed. `changes` still
defaults both true when the diff is uncomputable, and a workflow/deploy
edit forces both true, so ambiguous or infra changes still deploy.
2026-07-07 23:22:29 +02:00
Ilia Denisov 4c7bc7baa9 docs(payments): add monetization spec and implementation plan
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Add docs/PAYMENTS.md (+ docs/PAYMENTS_ru.md mirror) — the monetization
mechanics specification: two-tier «Фишка» currency, per-source wallet
segments, per-origin benefits with the one-directional store-compliance
gate, order-flow payment intake, VK ads, configurable catalog,
append-only ledger, taxes, and native-Android distribution.

Add PLAN.md — the staged technical implementation plan with per-step
touch-points, tests, and done-criteria.
2026-07-07 23:11:49 +02:00
developer ca48b3e18e Merge pull request 'feat(offline): local pass-and-play (hotseat) — 2-4 players, seat/host PINs' (#211) from feature/offline-hotseat into development
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2026-07-07 14:27:57 +00:00
Ilia Denisov a7f483792f feat(offline): randomise the hotseat seating (random first mover)
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The 2-4 hotseat players now start in a random seating order (so who goes
first, and the turn order, is random) — matching the online games. The
engine starts at seat 0, so shuffling the seats at creation picks the
starter; the shuffle is seed-driven (a distinct derivation from the tile
bag), so replay reproduces it. Scoped to hotseat — vs_ai stays human-first.
- lib/roster.ts: shuffleSeeded (unit-tested); NewGame shuffles buildSeats
  with the game seed before create.
- e2e: pin a seed that keeps the roster order so the lock assertions stay
  deterministic.
2026-07-07 16:20:53 +02:00
Ilia Denisov 80cc2a76e8 fix(ui): unify tie-for-lead result across lobby + game (shared victory, not a draw)
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Bring the online lobby badge and the in-game 'you won/lost' text to the
same competition ranking the hotseat seat medals use: in a 3-4 player game
a TIE for the lead is a SHARED victory for the top scorers and a placed
finish for those below — not a full draw for everyone (winner() is -1 on
any tie, so isWinner alone conflated them). An aborted game and a genuine
all-level finish stay a draw; a win by resignation (winner at a not-higher
score) is unchanged.
- result.ts: resultBadge no-winner branch ranks by final score; placeBadge
  helper; resigned seats excluded from the ranking.
- Game.svelte: resultText aligned (shared lead = won, below = lost).
2026-07-07 15:47:34 +02:00
Ilia Denisov 1e087be90a fix(offline): hotseat finished-game medals by final score (fix all-last-place on a tie)
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Reported: a hotseat game ended by 6 scoreless passes deducts each rack
(correct rule, same as online: -8/-14/-8 here), which tied two seats for
the lead. The engine's winner() returns -1 on a tie, so seatMedal read it
as a full draw and gave EVERY seat the last-place medal.

- result.ts: seatMedal now ranks by the FINAL score (competition ranking —
  a tie for the lead shares the trophy), not the single-winner flag. A
  resigned / host-excluded seat places last with no medal and does not push
  the others down.
- model.ts: Seat.resigned (offline-only); engine.resignedOf getter; the
  local source surfaces it on the game view.
- The scoreless rack deduction is unchanged (standard rules, owner-confirmed).
2026-07-07 15:37:25 +02:00
Ilia Denisov 84d0385c95 fix(offline): scope the medal treatment to hotseat only
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Per owner: a vs_ai game (one human) keeps its 'you won/lost' status text
AND its lobby medal — the hidden-status + per-seat-medal treatment applies
only to hotseat, where 2-4 local players make a single 'you' meaningless.
isLocalGameId -> game.hotseat at the three call sites (statusBlock, seat
plaque, lobby card).
2026-07-07 15:00:59 +02:00
Ilia Denisov 0ed34c7720 feat(offline): per-seat medals in local games; drop the you-won text + lobby medal
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For a local (offline) game the outcome is not always about a single
'you' (hotseat is 2-4 players), so:
- Game.svelte: a finished local game no longer shows the viewer-centric
  'you won/lost/draw' status; instead each seat plaque shows a per-seat
  place medal, left of the name (result.seatMedal — trophy for the winner,
  then places by score; a draw medals everyone).
- Lobby.svelte: a local game shows no lobby medal (resultBadge is
  viewer-centric and no seat matches the account) — its result lives on
  the in-game plaques.
- result.ts: seatMedal(game, seat), unit-tested.
2026-07-07 14:54:44 +02:00
Ilia Denisov 52d0c559f9 fix(ui): local-game history (hide social, keep dictionary); Enter dismisses keyboard; email-code autosubmit
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- History drawer in a local (offline) game: the seat plaques no longer
  show the add-friend/block controls — canAddFriend/canBlock now exclude a
  local game (hotseat seats have synthetic account ids that slipped past
  the vs_ai-only guard) — and the Dictionary entry is restored: an active
  hotseat game keeps the comms button, and CommsHub is Dictionary-only for
  a chatless vs_ai OR hotseat game (ChatScreen never mounts offline).
- Enter on any single-line <input> now dismisses the soft keyboard (blur);
  a <textarea> (feedback) keeps Enter for newlines. One global handler.
- Login email code: the friend-code spread-digit style (.codein), a
  6-char cap, auto-submit on the 6th digit, and Enter to submit.
- e2e: the local-game history has no social controls and keeps the
  dictionary entry.
2026-07-07 14:45:53 +02:00
Ilia Denisov beda6ccd3d fix(ui): iOS soft-keyboard shell alignment + hotseat relock on return
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iOS Safari/WKWebView does not shrink the layout viewport for the soft
keyboard (Android Chrome does): the visual viewport shrinks AND offsets
down toward the focused field, and the values do not cleanly revert. The
pinned shell tracked only the height (--vvh), not the offset, so its
top-anchored content misaligned on iOS — empty space below the form,
worst on a repeat focus. Fix (one place; covers NewGame, Chat, Feedback):
- app.svelte.ts syncViewport: also mirror visualViewport.offsetTop into
  --vv-top, and scroll the focused field into view on the keyboard-open
  transition (iOS does not reliably scroll a pinned document to it).
- app.css: the pinned app-shell body follows top=--vv-top + height=--vvh
  (was inset:0), so it stays on the visible area.
- e2e/viewport.spec.ts emulates the visual-viewport resize+offset (a fake
  window.visualViewport) to verify the shell follows, on Chromium+WebKit.

Hotseat: returning to the lobby now re-locks the current seat (its PIN is
re-prompted) — LocalSource.relock, cleared in Game.svelte onDestroy.
Root-caused a crash it exposed: a $props() value (id) reads back undefined
during Svelte teardown, so isLocalGameId(id) threw and aborted onDestroy
(breaking navigation) — read the id from the loaded view instead.
2026-07-07 14:10:57 +02:00
Ilia Denisov c1ac77bc6a fix(offline): unify NewGame layout to natural-flow + PinPad verdict pause
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- NewGame: all three forms (quick / friends / hotseat) now use the
  Profile sub-view's natural-flow .page (no forced height, no pinned-CTA
  .grow/.fg scroll), so the screen's single .content scroll + --vvh handle
  overflow and a focused name input scrolls into view cleanly — fixes the
  keyboard blank-space / deep-scroll regression. One layout rule, one place.
- PinPad: pause 250ms after the 4th digit before the verdict, so the fill
  (and the shake on a wrong PIN) reads as a deliberate response.
- e2e: typePin waits for empty dots before typing (robust to the pause).
2026-07-07 13:19:22 +02:00
Ilia Denisov cafe67e9c8 fix(offline): hotseat form — natural scroll + focus-into-view (keyboard)
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The nested scroll region regressed the keyboard behaviour (a double
scroll: the whole screen scrolled with a huge blank area under the Start
button, and a focused bottom row hid behind the keyboard). Drop it: the
hotseat form now flows naturally and scrolls with the screen's own scroll
(.page.scrollform: no forced full height, no pinned button), and a name
input scrolls itself into view (centred above the keyboard) on focus.
2026-07-07 12:54:57 +02:00
Ilia Denisov 3adc4e32c9 fix(offline): hotseat review fixes + PWA stale-shell (SW route order)
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Owner review of the pass-and-play PR:
- Roster delete (bug): a correct host PIN now ARMS a delete cross next to
  the row (mirroring the lobby delete) instead of removing it silently;
  tapping the kebab again clears the host authorisation.
- Variant picker (UX): replace the dropdown with the Quick-Match variant
  plaques + the multiple-words toggle, one-to-one.
- Keyboard layout (UX): the roster sits in a scroll region with the Start
  button pinned (friends-form pattern), so a name input's soft keyboard
  shrinks the region instead of leaving a full-height blank spacer painted
  behind the keyboard.
- e2e: variant via plaque + a row-delete (arm then cross) regression step.

PWA stale-version (pre-existing, same PR):
- sw.ts: register the network-first NavigationRoute BEFORE precacheAndRoute.
  Workbox matches in registration order and the precache route (directoryIndex
  index.html) shadowed the shell navigation, serving it cache-first — the old
  build's __APP_VERSION__ until a second load. Fixes both the maintenance
  self-reload and a cold open after a deploy. Doc updated (ARCHITECTURE).
2026-07-07 12:35:33 +02:00
Ilia Denisov 903de7d41d fix(offline): unlock finished hotseat games + raise entry budget to 120
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- source: a finished hotseat game is never locked (its final rack is
  shown for review, not an Unlock button); guard locked on !isOver.
- bundle-size: raise the app-entry budget 115 -> 120 KB for the hotseat
  UI (PIN pad, roster, host menu), which lives in the always-loaded New
  Game / Game / Lobby screens; the offline engine + PIN hashing stay lazy.
2026-07-07 12:04:46 +02:00
Ilia Denisov baa9961c3e docs(offline): document hotseat pass-and-play
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ARCHITECTURE (offline section) + FUNCTIONAL (+_ru mirror): the local
pass-and-play mode — host/referee master PIN, per-seat optional PIN
locks (social lock, salted SHA-256, client-only), the board-visible seat
unlock, host overrides (skip/exclude/terminate), no hints/chat, and the
master-PIN-gated lobby deletion.
2026-07-07 11:56:40 +02:00
Ilia Denisov 66278e34b7 test(offline): e2e hotseat flow + fix $state-proxy persist
Add the Playwright mock e2e for offline pass-and-play (Chromium+WebKit):
create a 2-seat hotseat with a PIN-locked seat, verify the rack is
withheld, unlock (wrong then right PIN), host-skip the current turn, and
terminate from the lobby behind the master PIN.

The e2e surfaced a persistence bug: the roster PINs are $state proxies,
which fail structured-clone on the IndexedDB put (silently — best-effort
store), so a created hotseat game vanished on reload. Snapshot the seats
+ host PIN to plain objects at the create() call site.
2026-07-07 11:53:50 +02:00
Ilia Denisov 452a686e07 feat(offline): hotseat lobby delete behind the master PIN
Lobby.svelte: hotseat games show the kebab / swipe delete in BOTH the
active and finished groups (not finished-only); deleting one opens a
master-PIN pad first — active = terminate (no result), finished = remove
— so the last mover cannot instantly wipe a game. Local games stay
deletable offline. Non-hotseat games are unchanged (finished-only, free).
2026-07-07 11:43:02 +02:00
Ilia Denisov 4ddc690c38 feat(offline): hotseat in-game seat lock + host menu
Game.svelte drives a hotseat game:
- the seat-to-move's rack is replaced by an Unlock button when the seat
  is PIN-locked (board stays visible); canMove gates the move controls
  on the unlock; PinPad(verify) -> source.unlockSeat reveals it.
- the hint slot becomes a host button (hints off in hotseat), always
  enabled while the game runs (acts on a locked seat too). Master-PIN ->
  action sheet: skip current / exclude a player / end the game, each with
  a confirm + a fading check; terminate deletes and returns to the lobby.
- per-turn advance re-fetches the next seat's (locked) state; self-resign
  and chat are hidden (hotseat resign is a host action, no comms).
- gamesource: expose unlockSeat / verifyHostPin / hostAction on the local
  proxy. i18n hotseat.* (en + ru).
2026-07-07 11:39:43 +02:00
Ilia Denisov 6216359c6f feat(offline): hotseat creation roster + host-participate flow
NewGame offline 'with friends' now builds a local pass-and-play game:
- lib/roster.ts: keep-last-valid name + roster->seats (unit-tested).
- NewGame.svelte: master host-PIN gate (rows disabled until set),
  'are you playing too?' prompt seating the host at row 0, 2-4 player
  rows with inline name validation + optional per-seat PIN, add/remove
  (remove behind the master PIN), variant + multiple-words, Start.
- PinPad: verification via a verify(pin) callback (UI-held lock at
  creation, source-held in-game) instead of a lock prop.
- i18n: hotseat.* (en + ru); the offline mode selector is now shown offline.
2026-07-07 11:28:17 +02:00
Ilia Denisov 8c67d679d9 feat(offline): hotseat record schema + source (locks, host actions)
Extend the local game to offline pass-and-play (hotseat):
- serialize.ts: Seat.pin, record hotseat + hostPin (all optional; old
  vs_ai records read hotseat as false).
- source.ts: create() takes hotseat/hostPin + per-seat pins; stateView
  reveals the seat-to-move's rack and withholds it (locked) when that
  seat is PIN-locked, until unlockSeat; ephemeral per-turn unlock
  re-locks on advance; new unlockSeat / verifyHostPin / hostAction
  (skip/resign/terminate); gameView sets vsAi=!hotseat + the hotseat flag.
- model.ts: GameView.hotseat, StateView.locked (offline-only, optional).

Tests: source.hotseat (lock/unlock/re-lock, host skip/resign/terminate,
master-PIN gate, natural-end persistence) + serialize hotseat shape.
2026-07-07 11:20:39 +02:00
Ilia Denisov 69673e7727 feat(offline): PIN lock primitives + Apple-style keypad
Groundwork for offline pass-and-play (hotseat) seat/host PIN locks:
- lib/pin.ts: salted SHA-256 PinLock (newSalt/hashPin/newLock/verifyPin);
  a social lock for a shared device (documented, not cryptography).
- components/PinPad.svelte: 4-digit keypad (set/verify/change), auto-submit
  on the 4th digit, shake on mismatch, hardware-keyboard support.
- i18n: pin.* keys (en + ru).

Engine/source/UI wiring follows.
2026-07-07 11:11:13 +02:00
developer d7f3d93c6c Merge pull request 'fix(router): sync route in navigate() — kill boot lobby-flash + offline e2e flake' (#210) from fix/boot-route-lag-e2e-flake into development
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2026-07-06 23:51:21 +00:00
Ilia Denisov 16cd3d0411 fix(router): update route rune synchronously in navigate()
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navigate() wrote location.hash and left router.route to the asynchronous
hashchange event. bootstrap flips app.ready in the same tick right after
navigate('/login') on an unauthenticated cold start, so for one frame the app
rendered with app.ready=true and the stale route ('lobby', from the empty hash)
— briefly mounting the lobby shell (tab bar + a doomed games.list) under the new
login screen before hashchange settled it.

Update router.route synchronously inside navigate(); the later hashchange
re-parses to the same value. This removes the boot lobby-flash (and its spurious
games.list 401) and, as the root cause, the offline e2e flake: enterLobby could
latch that transient lobby tab-bar instead of clicking through login, then the
Settings-tab click at line 44 fought the tab detaching into the login slide
(~7% of runs, both engines).

Also:
- offline.spec enterLobby: wait for the guest button and click it, instead of a
  point-in-time count() that a pre-login splash frame sampled as 0 (skipping the
  click and hanging / latching the transient).
- New e2e router.spec pins the synchronous-route property (RED on the old code,
  which returned the previous route; GREEN now) via a mock-only __router seam.

Verify: check 0 / unit 490 / build / bundle 114.3/115 / full e2e 200 / the
offline+router stress at 40x on both engines 160/160 (was 6/80 failing).
2026-07-07 01:44:16 +02:00
developer ef8a32bb82 Merge pull request 'feat(hint): unify the vs_ai idle hint online + offline (server-enforced, monotonic)' (#209) from feature/online-vsai-hint into development
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2026-07-06 23:04:38 +00:00
Ilia Denisov 53311cbc95 fix(hint): arm the vs_ai idle-gate from the warm cache so the lock shows without a delay
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Entering a vs_ai game from the lobby armed the idle-hint countdown only in load() (after
the gameState round-trip), so the lock popped in after a visible delay. Arm it on the
instant warm-cache render in onMount too — the preloadGames-warmed StateView carries
hint_unlock_left_seconds; load() then refreshes the snapshot. A first move (0 seconds
left) stays open.
2026-07-07 00:59:06 +02:00
Ilia Denisov 7fc1301b31 feat(hint): unify the vs_ai idle hint online + offline (server-enforced, monotonic)
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Online vs_ai hints were broken: #207 made the vs_ai hint button always-enabled and
wallet-free (assuming all vs_ai = the offline idle-gate), but the backend still served
online vs_ai from the allowance/wallet, so over-clicking hit ErrNoHintsLeft -> a generic
error toast. Now online vs_ai uses the SAME idle-gate model as offline.

Backend: Hint() for a vs_ai game skips the allowance/wallet and increments no hints_used
(owner: vs_ai counts toward no hint statistic), and is idle-gated from the SERVER clock --
it returns ErrHintLocked (code hint_locked) until the robot's last move + 30 min, else
serves the top move. GameState/StateView expose hint_unlock_left_seconds (server-computed
seconds remaining; 0 for a human game / first move / not-your-turn). Pure helper
hintUnlockLeftSeconds unit-tested.

Wire: StateView gains hint_unlock_left_seconds (FlatBuffers, additive); pkg/wire + gateway
transcode carry it (round-trip test).

Client: the gate counts down from a MONOTONIC clock (performance.now()) anchored to the
source's seconds-left when it lands (on load from the view; to the full window when the
robot moves), so a client clock change cannot skew it and a relaunch re-reads a fresh
value. The vs_ai hint button (online + offline) shows the lock + toast; doHint handles the
hint_locked backstop by re-syncing. Replaces #207's absolute hintUnlockAtMs on the
wire/model/delta (the offline record keeps the absolute for persistence; the view exposes
seconds-left).

Docs FUNCTIONAL(+_ru)/ARCHITECTURE updated. Verified: go build/vet + game/server/transcode
tests (+ new hintUnlockLeftSeconds); ui check 0 / unit 490 / e2e 198 (one pre-existing
webkit offline flake) / app entry 114.2/115.
2026-07-07 00:42:43 +02:00
developer ee7ff06403 Merge pull request 'feat(hint): idle-gated wallet-free vs_ai hint on a monotonic clock (B4)' (#207) from feature/offline-hint-gate into development
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2026-07-06 21:46:18 +00:00
Ilia Denisov 537a265409 Merge branch 'development' into feature/offline-hint-gate
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# Conflicts:
#	ui/src/lib/localgame/source.ts
2026-07-06 23:23:12 +02:00
developer 8c991429c6 Merge pull request 'fix(offline): zero tile weights on cold boot + wrong-mode game in the lobby' (#208) from fix/offline-alphabet-and-lobby into development
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2026-07-06 21:21:19 +00:00
Ilia Denisov 359af83c34 fix(offline): zero tile weights on cold boot + wrong-mode game in the lobby
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Two pre-existing offline bugs, both exposed once offline mode became usable (cold boot +
toggling), owner-reported on the contour.

Bug 1 -- offline tiles render weight 0. The rack/board read tile values from the
lib/alphabet cache, populated only by the online wire codec (server-sent alphabet) or the
mock (so the e2e masked it). A local game never goes through the codec, so on a cold
offline boot with no prior online session the cache was empty and every value read 0
(scores stayed correct -- they come from the offline ruleset). Fix: the local source
seeds lib/alphabet from the static offline ruleset (letters + values) when it builds a
game view.

Bug 2 -- the lobby showed (and could open) the other mode's game after a toggle. Two
causes: (a) the lobby cache was not mode-tagged, so getLobby() instant-rendered the last
snapshot regardless of mode; (b) load() wrote the module list after an await with no
generation guard, so a slow online gamesList() finishing after a fast offline list() (or
vice versa) left the wrong mode's games on screen. Fix: tag the snapshot with offline and
gate getLobby() on it; add a load-sequence guard so only the latest load() writes.

- localgame/source.ts: ensureAlphabet from the ruleset in gameView (+ unit test).
- lobbycache.ts: LobbySnapshot.offline + getLobby(offline) mode check (+ tests).
- Lobby.svelte: setLobby tags the mode; load() carries a generation guard.

check 0 / unit 485 / e2e 198 / app entry 113.8/114.
2026-07-06 23:11:17 +02:00
Ilia Denisov ff486c80f8 feat(hint): persist the vs_ai idle-hint wait (wall-clock + read sanitiser)
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Per the owner's call, the idle-hint gate now PERSISTS across leaving and reopening the
app, instead of the session-scoped monotonic clock: the unlock is a wall-clock instant
(hintUnlockAtMs) stamped from the robot's reply, stored on the local record, carried on
the game view + the opponent_moved move delta, and read through a sanitiser that caps it
at now + the window. So:
- the wait survives a relaunch (a stuck turn is not forgotten);
- a device clock set BACK cannot freeze the gate (the cap bounds the remaining to the
  window and self-heals on the next read);
- a clock set FORWARD just opens the hint early -- accepted as harmless for a solo game.

- lib/hints.ts hintGateRemainingMs now takes the unlock instant + clamps to the window.
- localgame: re-add hintUnlockAtMs to the record/meta; stamp it off the robot's reply;
  sanitise on read (a shared hintUnlock helper feeds stateView + the opponent_moved event).
- gamedelta + PushEvent: the move delta carries hintUnlockAtMs so the view stays fresh.
- Game.svelte: hintUnlockAt derives from the view; the tick + lock + toast unchanged.
- offline.spec.ts: also assert the lock survives a reload (the wait persisted).
- Docs FUNCTIONAL(+_ru)/ARCHITECTURE updated (persist + sanitiser, not monotonic-resets).
2026-07-06 22:34:50 +02:00
Ilia Denisov 42a6308261 feat(hint): idle-gated wallet-free vs_ai hint on a monotonic clock (B4)
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A vs_ai hint is now unlimited and wallet-free, but idle-gated as an anti-frustration
aid: it unlocks only after the player has been stuck ~30 min on a turn (timed from the
robot's last move; the human's first move, before the robot has played, is exempt).
While gated the hint button carries a small lock badge and a tap shows the remaining
minutes ('Available in N min.'); the lock lifts live at the mark.

The gate is enforced CLIENT-SIDE against a MONOTONIC clock (performance.now()), never a
wall-clock timestamp: a device clock the player controls (or an auto-sync) must not be
able to open or freeze it. The wait is therefore session-scoped -- a reload restarts it
(there is no tamper-proof way to carry idle time across a relaunch without a wall clock).
An online vs_ai game will gate the same way but from the server's clock (a follow-up).

- lib/hints.ts: HINT_GATE_MS + pure hintGateRemainingMs (monotonic) + hintLockMinutes;
  removed the wall-clock hintRemainingMs. Unit-tested red->green.
- Game.svelte: the monotonic gate (hintGateStart/monoNow, armed on the turn change), a
  vs_ai hint button (plain: no confirm, no count; lock badge + gated tap -> toast), a
  live 10s tick.
- localgame: removed the wall-clock hint gate and the now-dead robotLastMoveAtUnix field
  from source.ts/serialize.ts (the client is authoritative); hint() just serves the top
  move.
- i18n game.hintLockedIn.
- offline.spec.ts: assert the first move is un-gated and the lock arms after the robot moves.
- Docs FUNCTIONAL(+_ru) + ARCHITECTURE; bundle budget 114->115 (game-screen feature).
2026-07-06 22:03:27 +02:00
developer 08792dad3d Merge pull request 'test(offline): mock e2e for a device-local vs_ai game (C8)' (#206) from feature/offline-mock-e2e into development
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2026-07-06 19:07:40 +00:00
Ilia Denisov e9f4cb0178 test(offline): mock e2e for a device-local vs_ai game (C8)
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A Playwright spec drives the whole offline flow in the mock build: force the
installed-PWA display mode, enter offline via the Settings toggle (its readiness check
fetches the dawgs), assert the blue chrome + online-games-hidden + Stats-disabled, then
create and play a device-local English vs_ai game with a pinned bag seed (deterministic
rack NEWYMAO) -- play the opening WAY across the centre, watch the robot reply with a
real move, and reload to confirm the IndexedDB replay.

Enabling infra (all e2e-only; nothing enters the production build):
- mock/client.ts fetchDict serves the per-variant dawgs from the preview build's
  /e2edict/ (was: threw 'unsupported in mock').
- scripts/e2e-dict.mjs copies the real dawgs into dist-e2e from E2E_DICT_DIR (the ui CI
  job fetches the scrabble-dictionary release like the Go jobs; local default: the
  sibling scrabble-solver/dawg); playwright.config runs it between build and preview.
- localgame/id.ts setForcedSeed + gateway.ts window.__mock.setLocalSeed: a mock-only
  seam to pin a local game's bag seed (tree-shaken from prod).
- ci.yaml ui job: fetch the dawgs + pass E2E_DICT_DIR to the e2e step.
- docs/TESTING.md: the offline e2e + the mock-dawg wiring.

Verified: check 0 / unit 482 / e2e 198 (both engines) / app entry 113.8/114.
2026-07-06 20:54:03 +02:00
developer 8fbbb3c5ef Merge pull request 'feat(offline): gate the offline toggle on dictionary readiness' (#205) from feature/offline-toggle-readiness into development
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2026-07-06 18:12:01 +00:00
Ilia Denisov 30770a759b feat(offline): gate the offline toggle on dictionary readiness
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Flipping the Settings toggle to offline now checks that every enabled variant's
dictionary is on the device before entering offline mode: it fetches missing ones
cache-first and waits up to ~5 s (raceOfflineReady + the lazy dict/offlineready),
greying the toggle meanwhile. If they cannot be readied in time it stays online and
shows a 'needs internet' note, while the fetch keeps warming the cache in the
background so a later flip is instant. Leaving offline is never gated.

Prevents entering a half-baked offline mode (no dawg -> cannot create/play a local
game) when the background preload has not finished (poor connection, or an immediate
flip right after install).

- offline.ts: raceOfflineReady (pure, injected sleep; unit-tested red->green)
- dict/offlineready.ts: ensureOfflineDicts (cache-first preloadDicts, lazy chunk)
- offline.svelte.ts: requestOffline + TOGGLE_READY_BUDGET_MS
- Settings.svelte: checking/needsData state, disabled toggle, inline note
- i18n: settings.offlineChecking / settings.offlineNeedsData (en+ru)
- docs: FUNCTIONAL(+_ru) offline story + ARCHITECTURE offline paragraph
2026-07-06 20:03:12 +02:00
developer 05c445e4da Merge pull request 'docs(offline): connectivity auto-detect + kill switch user story' (#204) from feature/offline-autodetect-docs into development
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2026-07-06 17:47:55 +00:00
Ilia Denisov d43a740eb6 docs(offline): document connectivity auto-detect + transport kill switch
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The offline auto-detect shipped in #202 (cold-start no-connection dialog / auto
offline) and #203 (mid-session flight-mode reactivity) but neither PR baked the
docs. Add the user story to FUNCTIONAL.md (+ _ru mirror) and the mechanism to the
ARCHITECTURE offline section: the auto vs deliberate distinction, the cold-start
navigator.onLine / bounded reachability-probe decision, the mid-session window
online/offline events backed by a navigator.onLine poll (the events are unreliable
on some platforms, notably iOS PWAs), and the reachability probe being the one call
exempt from the offline kill switch.
2026-07-06 19:41:09 +02:00
developer 350013acd9 Merge pull request 'feat(offline): mid-session flight-mode reactivity [PR2]' (#203) from feature/offline-flightmode into development
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2026-07-06 17:31:17 +00:00
Ilia Denisov 3ad66f49c7 fix(offline): set the auto flag in setOfflineMode; remove temp diagnostic
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The auto-offline -> online return was dead because setOfflineMode never set the
'auto' flag: I added the state + getter but forgot the assignment, so it stayed
false. So scheduleRecovery bailed immediately (no poll ran) and the online event's
'if (active && auto)' was false. The contour diagnostic confirmed offline.auto
stayed false after an auto-offline. Add 'auto = on && !persist'.

Also remove the temporary network diagnostic panel (netdiag + the lobby strip) --
it did its job of pinpointing this.
2026-07-06 19:20:59 +02:00
Ilia Denisov 09c5a5e72e chore(offline): TEMPORARY network diagnostic panel (remove before release)
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A fixed strip in the lobby showing live navigator.onLine / offline.active /
offline.auto / connection.online plus a timestamped event log (offline/online
events, poll ticks, checkReachable results, mode changes) - to pinpoint where the
auto-offline -> online transition breaks on the contour. A 1s heartbeat logs
navigator.onLine flips even if the events never fire. Skipped in the mock; to be
reverted with the fix.
2026-07-06 19:03:33 +02:00
Ilia Denisov fffc6030ce fix(offline): poll navigator.onLine to return online (the online event is unreliable)
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The auto-offline -> online return still did not fire: the retry hung on the
'online' event, which an installed PWA often does not deliver. Replace it with a
lightweight poll while in auto-offline that reads navigator.onLine (a reliable
live flag, unlike the event) and only hits the network for a reachability check
when the interface is actually up - so flight mode ON costs no radio, and flight
mode OFF is detected within ~4s and returns online. The 'online' event, when it
does fire, just kicks an immediate check. Runs only in auto-offline (deliberate
offline is the player's choice); wired for both the mid-session and cold-start
auto-offline paths.
2026-07-06 18:50:10 +02:00
Ilia Denisov fc8143758a fix(offline): return online after flight-mode off; gate online-game actions offline
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Two mid-session issues found on the contour:
- Auto-offline did not return to online after the network came back: a single
  reachability check right after the 'online' event failed (the interface is up
  before the gateway is actually reachable again). Retry a few times with backoff
  (tryReturnOnline) — that is what actually gets the app back online.
- An online game viewed while offline (flight mode on) still enabled its network
  actions, so they hit the kill switch and raised 'something went wrong' toasts.
  Gate them: netReady = isLocalGame || (connection.online && !offlineMode.active)
  — a local game stays fully usable; an online game's make/exchange/hint/resign
  disable while offline and re-enable when back. Also suppress the 'offline' code
  in handleError (a blocked call in offline mode is expected, not a toast).
2026-07-06 18:35:52 +02:00
Ilia Denisov e0d28733ff feat(offline): mid-session flight-mode reactivity (auto-offline self-heals)
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React to the network changing while the app is open (e.g. the player toggling
flight mode), via passive online/offline events - no polling, no battery cost:
- interface lost -> enter offline mode for the session (auto);
- interface back -> if the offline was auto, verify the gateway is really
  reachable (an interface being up does not guarantee it) and return online; a
  deliberate offline (the toggle or the cold-start dialog) is left as-is.

- offline.svelte: track `auto` (auto-detected vs the player's deliberate choice).
- connection.svelte: checkReachable is now a pure one-shot (the caller decides);
  the reachability watcher never probes in offline mode (events drive recovery).
- transport.ts: the reachability probe is exempt from the kill switch - it IS
  the mechanism that decides whether to return online, fired only deliberately.
- app.svelte.ts: initNetworkReactivity wires the events (web-only, skipped in
  the mock); called from bootstrap.

Online unaffected (skipped in the mock e2e): e2e 196. Mid-session reactivity is
contour-verified.
2026-07-06 18:15:12 +02:00
developer ccd65f61b8 Merge pull request 'feat(offline): auto-detect no network at cold start + go-offline dialog [PR1]' (#202) from feature/offline-autodetect into development
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2026-07-06 16:11:17 +00:00
Ilia Denisov 5bc2ad3b6d feat(offline): auto-detect no network at cold start + 'go offline?' dialog
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A sticky-online cold start with no network hung the splash on adoptSession's
retrying profile fetch. Now, for an offline-capable web install with a cached
profile:
- No network interface (navigator.onLine === false) -> enter offline mode for
  the session (no dialog; the next launch re-evaluates).
- Interface up but the gateway is unreachable within 3s (a single-attempt
  reachability probe, not the 6-retry loop) -> a 'No connection. Enable offline
  mode?' dialog: Enable -> sticky offline; Keep trying -> the normal online
  adopt (retries, 'Connecting...').

- connection.svelte: checkReachable(timeout) - a bounded single probe.
- offline.svelte: setOfflineMode(on, persist) - auto-offline is session-only, a
  deliberate choice (dialog/toggle) is sticky.
- app.svelte.ts: the cold-start auto-detect in bootstrap + the dialog resolver;
  App.svelte renders the boot dialog. i18n en/ru.
- App-entry bundle budget 113->114 (the boot path cannot be lazy-loaded).

Online cold-start unaffected (auto-detect gated to isStandalone, off in the mock
e2e): e2e 196. The offline paths are contour-verified.

Next: PR2 - mid-session flight-mode reactivity (online/offline events).
2026-07-06 17:49:53 +02:00
developer 2a4b0fb25e Merge pull request 'fix(offline): delete a finished local game from the device, not the network' (#201) from feature/offline-delete-game into development
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2026-07-06 15:06:17 +00:00
developer 2a7c632840 Merge pull request 'fix(pwa): network-first navigation so a new deploy loads online immediately' (#200) from feature/sw-fresh-online into development
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2026-07-06 15:05:37 +00:00
Ilia Denisov 3a72bc29ba fix(offline): delete a finished local game from the device, not the network
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The lobby's finished-game delete (hide) always called gateway.hideGame; for a
local (offline) game the transport kill switch refused it, so it toasted and the
game stayed. Route by id: a local game is removed from the device store + the
source cache (LocalSource.delete), an online game still hides on the backend.
2026-07-06 16:59:36 +02:00
Ilia Denisov 020742fad3 fix(pwa): network-first navigation so a new deploy loads online immediately
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The C1 service worker served the precached shell for every navigation, even
online, so a new deploy only reached a client after the worker updated its
precache in the background (a one-launch lag): a cold online start showed the
old version until then, and only a reinstall forced it fresh.

- sw.ts: navigations are now network-first — fetch the fresh (no-cache) shell
  from the server on each online launch (it references the new hashed assets,
  fetched fresh), with a 3s timeout falling back to the precached shell when the
  network is unreachable or too slow. Only the tiny HTML is re-fetched; the
  immutable hashed assets stay cache-first and re-download only when their hash
  (the version) changes. Offline cold-launch still works via the fallback.
- webui.go: serve sw.js with Cache-Control: no-cache so the browser reliably
  detects a new deploy's worker (regression-tested).

Online launch is contour-verified (the mock e2e disables the SW); e2e 196.
No new deps — the network-first handler is hand-written (~12 lines).
2026-07-06 16:45:07 +02:00
developer fd225564a3 Merge pull request 'fix(offline): cold-boot offline from the persisted session + profile' (#199) from feature/offline-boot into development
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2026-07-06 14:25:11 +00:00
Ilia Denisov fdf14d5897 fix(offline): skip the NewGame friend fetch offline
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NewGame's onMount fetched the friend list (gateway.friendsList) for a non-guest;
offline the transport kill switch refuses it, so it toasted on entering the New
Game screen (the local game still created fine). The friends section is hidden
offline anyway — skip the fetch when offline.
2026-07-06 16:12:50 +02:00
Ilia Denisov 1a456c4847 feat(offline): transport kill switch + gate the network-requiring UI
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Offline mode was 'fiction': the UI only disabled the Stats tab, but Profile was
reachable and a profile save actually hit the server and reported 'saved'.

Two layers now:
- Transport kill switch (transport.ts): in offline mode every network op — each
  unary RPC (exec), the live stream (subscribe), the dict/metrics fetches and
  the reachability probe — is refused before it leaves the device. Offline
  truly means offline regardless of any UI that slips through. The local
  (device-only) game path never uses this transport, so it is unaffected.
- UI gating: the Profile and Friends tabs (SettingsHub) and the Feedback entry
  (About) are disabled offline, and the hub falls back to Settings (which holds
  the online/offline toggle); the lobby Stats tab was already disabled. In-game
  social/export are already hidden for a vs_ai game.

Online unaffected (offlineMode is off): e2e 196. Offline gating is
contour-verified (the mock e2e cannot enter offline).
2026-07-06 15:46:22 +02:00
Ilia Denisov 2a045a5b37 fix(offline): give the local human seat the real account id
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In a local game the human seat's account id was a synthetic 'local:human:0',
so seatName's `accountId === session.userId` check never matched: the game
header rendered BOTH seats as 🤖 (the vs_ai fallback), and the lobby's
groupGames could not find the viewer's seat, so a human's turn read as
'Their turn' with the hourglass. Carry the real account id on the human seat
(create -> record -> GameView); the robot keeps its synthetic id.

Local games created before this fix keep the old display (no migration).
2026-07-06 15:36:51 +02:00
Ilia Denisov 19e7ea5da0 fix(offline): persist a plain profile snapshot; keep the sticky offline flag
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The offline cold-boot never engaged: it persisted app.profile — a Svelte
$state proxy — which is not structured-cloneable, so the IndexedDB write threw
and fell back to a localStorage entry that loadProfile (IDB-only on a
successful-empty read) never reads. loadProfile returned null, the boot
short-circuit missed, and it even cleared the sticky offline flag — so offline
mode stopped persisting across relaunches (owner-observed on the contour).

- Persist $state.snapshot(app.profile) (a plain object) at both persist sites,
  so the IndexedDB write succeeds and loadProfile round-trips.
- Drop the setOfflineMode(false) fallback: keep the deliberate offline flag on a
  cache miss (the mode is the player's choice; an online boot re-persists the
  profile so the next launch goes offline). A truly offline launch with no
  cached profile is unreachable (enabling offline needs a prior online session).
2026-07-06 15:20:15 +02:00
Ilia Denisov 54d701fd8a fix(offline): cold-boot offline from the persisted session + profile
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An installed PWA relaunched with the network off hung on the splash: C1's
precache served the shell, but bootstrap() adopted the session and fetched the
profile over the network, which hung. Persist the profile (on every online
adopt + refresh, cleared on logout) and short-circuit bootstrap when the
deliberate offline flag is sticky-on: with a cached session + profile, skip the
network and land straight in the offline lobby. Without a cached profile (never
online), drop the sticky flag and boot online — the first launch must be online.

- session.ts: saveProfile/loadProfile/clearProfile (mirror saveSession).
- offline.ts: shouldBootOffline decision (unit-tested).
- app.svelte.ts: persist in adoptSession + refreshProfile, clear on logout,
  the offline boot short-circuit in bootstrap.

Docs: ARCHITECTURE. Online cold-start unaffected (e2e 196); the offline boot is
contour-verified (the mock e2e cannot enter sticky-offline).
2026-07-06 14:54:09 +02:00
developer ec0c13bebc Merge pull request 'feat(offline): offline lobby — list + create + play local vs_ai games [C6]' (#198) from feature/offline-lobby into development
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2026-07-06 12:43:23 +00:00
Ilia Denisov 5643c8be10 fix(offline): AI comms hub opens straight to the Dictionary, not via Chat
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For an honest-AI (vs_ai) game the comms hub relied on a post-mount $effect to
switch from the Chat tab to the Dictionary, so ChatScreen mounted for a beat
and fired its chat/state fetch over the network. Online that was a wasted
call; offline it threw and raised a 'something went wrong' toast on entering
the word-check form (the check itself already worked). Start the comms hub on
the Dictionary tab immediately for a vs_ai game, so ChatScreen never mounts.
2026-07-06 14:22:01 +02:00
Ilia Denisov 2f70ef1b85 fix(offline): route word-check through the game source; reload lobby on offline flip
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Two offline bugs found on the contour:
- The word-check screen (CheckScreen) called gateway.gameState/checkWord
  directly, so in an offline (local) game it hit the network and errored
  ("something went wrong"). Route both through gameSource(id) — the local
  source answers from the device dawg. The complaint control (online-only,
  no offline backend) is hidden for a local game.
- The lobby did not react to the offline-mode toggle (which lives in Settings,
  so the lobby can stay mounted): an online game lingered until the next
  reload. Reload on an offlineMode flip so entering offline immediately shows
  only device-local games.

Cold offline launch hanging on the splash (boot still fetches the profile over
the network) is the separate C2 offline-boot follow-up (needs a persisted
profile + a boot short-circuit).
2026-07-06 14:04:23 +02:00
Ilia Denisov ef832b823d feat(offline): offline lobby lists + creates local vs_ai games
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In offline mode the lobby now shows only the device-local games and its
New-vs-AI entry creates one through the in-browser engine — the visible
payoff of the offline mode.

- LocalSource.list() reconstructs a lobby GameView per stored local game by
  replay, exposed through the lazy gamesource proxy; unit-tested via an
  in-memory store.
- Lobby.load() branches on offlineMode: lists local games and skips every
  gateway call (no online games/invitations/incoming); the Stats tab is
  disabled offline.
- NewGame offline: find() creates a device-local vs_ai game via
  LocalSource.create using the profile's advertised dict version + a local
  seed; the friends flow and the random-opponent option are hidden, and the
  variant picker / Start are enabled offline (were gated on connection).
- id.ts: newLocalGameId + randomSeed (tested).

Docs: ARCHITECTURE + FUNCTIONAL(+ru) offline-mode section.

Deferred to fast-follow: the Settings Friends/Profile/Feedback affordance
gating, the flip-to-offline readiness wait, the offline mock e2e (needs
mock-dawg support), and the local-hint UI. The offline flow is verified on
the test contour — the mock e2e cannot enter offline mode (the toggle is
gated to an installed PWA).
2026-07-06 11:35:23 +02:00
developer 99f0a545be Merge pull request 'feat(offline): app-shell precache service worker (vite-plugin-pwa) [C1]' (#197) from feature/offline-pwa-precache into development
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2026-07-06 09:13:57 +00:00
Ilia Denisov 1a95a5f2cb feat(offline): app-shell precache service worker (vite-plugin-pwa)
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Migrate the former install-only public/sw.js to a custom (injectManifest)
service worker built from ui/src/sw.ts by vite-plugin-pwa. It precaches the
app shell + hashed assets (Workbox) so an installed web PWA cold-launches with
no network, and falls in-scope navigations back to the precached shell (the
hash router resolves the route client-side). This is the C1 prerequisite for a
usable offline mode: without it a cold offline launch cannot load the bundle.

- ui/src/sw.ts: skipWaiting + clientsClaim + cleanupOutdatedCaches +
  precacheAndRoute(__WB_MANIFEST) + a NavigationRoute fallback to index.html,
  deny-listing the RPC path and /_gm. The Connect stream and API POSTs are
  never precached nor intercepted.
- vite.config.ts: VitePWA(injectManifest); manifest:false (we ship our own),
  injectRegister:false (registration stays manual + web-only in pwa.svelte.ts),
  disabled in the mock build (Playwright unperturbed); landing + polyfills
  excluded from the precache.
- Removed public/sw.js; the registration path (dist/sw.js at /app/) is unchanged.
- New dev deps: vite-plugin-pwa + workbox-{core,precaching,routing}.

Docs: ARCHITECTURE + gateway/README. Offline cold-launch is contour-verified
(the mock e2e harness disables the SW).
2026-07-06 11:06:59 +02:00
developer 8abd8b2ae6 Merge pull request 'feat(offline): advertise dict versions + background dictionary preload' (#196) from feature/offline-dict-preload into development
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2026-07-06 08:45:41 +00:00
Ilia Denisov 2f867b8e6c feat(offline): background-preload dictionaries for offline readiness
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An installed PWA (standalone web + confirmed email) warms the dictionaries
for the player's enabled variants while online — on lobby entry and on a
variant-preference change — using the per-variant version the profile now
advertises, so a later switch to offline mode already has the data.

- dict/preload.ts: pure preloadDicts (retry + linear backoff, honours the
  session dictionary miss-breaker); node-tested.
- dict/preloadrun.ts: lazy browser orchestration (real getDawg), imported
  dynamically so the loader and move generator stay out of the main bundle.
- offline.svelte.ts: kickDictPreload, gated by the pure, tested
  offlinePreloadEligible, plus the reactive first-lobby preload warning.
- Header shows a poor-connection notice in the ad-banner slot on a
  first-lobby preload failure (offline.preloadWarning, en/ru).
- App-entry bundle budget 112->113 for the irreducible main-side wiring
  (documented in bundle-size.mjs); the heavy parts remain lazy chunks.

Docs: ARCHITECTURE offline-mode + dict-preload mechanism.
2026-07-06 10:39:55 +02:00
Ilia Denisov a692024b4e feat(profile): advertise per-variant dictionary versions for offline preload
The Profile now carries dict_versions (game variant -> current dictionary
version), populated from the dictionary registry at the profileResponse
choke point, so an installed PWA can preload the matching dawg per enabled
variant off the existing cold-start profile request instead of adding a
round-trip for a rare feature.

Wire path: FBS DictVersion table + Profile.dict_versions (additive,
backward-compatible trailing field) -> backend dto/registry -> gateway
ProfileResp + FBS encoder -> client codec decode into a per-variant map on
model.Profile. Empty in a degenerate no-dictionary deployment; the mock
serves v1.3.0 for all three variants. Codec decode covered by a
bite-tested round-trip unit test.
2026-07-06 10:39:29 +02:00
developer 8349e222fc Merge pull request 'feat(offline): offline-mode state, Settings toggle + blue chrome (Phase C)' (#195) from feature/offline-mode-state into development
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2026-07-06 07:48:49 +00:00
Ilia Denisov 68ecd881d9 feat(offline): offline-mode state, Settings toggle + blue chrome (Phase C)
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The deliberate offline mode is now visible: an installed web-PWA user with a confirmed
email can switch to offline in Settings, and the header turns blue with an "Offline"
chip. (Network gating, the dict preload, the offline lobby + local-game creation, and the
service-worker precache follow in later Phase C steps.)

- offline.ts / offline.svelte.ts: a sticky, device-scoped reactive offline flag
  (offlineMode), distinct from connection.svelte's transient reachability signal, with the
  pure persistence + readiness helpers (offlineReady / missingDicts) unit-tested.
- Settings.svelte: an Online / Offline toggle, shown only for an installed web PWA with a
  confirmed email (the SW-launch + durable-account preconditions).
- Header.svelte: a blue-tinted nav (color-mix from the accent, so it tracks light/dark and
  a Telegram theme override) + an "Offline" chip while offline; the deliberate mode
  suppresses the transient "Connecting…" indicator.

Behaviour-preserving online (the toggle is hidden and offlineMode is false there; e2e 196
green). App entry stays within its size budget (111.6 / 112 KB gzip).
2026-07-06 09:44:05 +02:00
developer d80d28a402 Merge pull request 'feat(offline): wire the local game source into the game screen (Phase B3.2)' (#194) from feature/offline-game-seam-wire into development
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2026-07-06 07:31:05 +00:00
Ilia Denisov 1654131904 feat(offline): wire the local game source into the game screen (Phase B3.2)
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The game screen now drives a local vs_ai game through the offline engine, dispatched by
game id — completing the playable local game (on top of the source, #193). Online play
is unchanged.

- gamesource.ts: gameSource(id) returns the local source for a `local:` id, else the
  gateway (the same game-loop interface). The offline engine stays OUT of the app entry
  bundle — it is dynamically imported on first use (a separate chunk), so online-only
  users never pay for it (the app entry stays within its size budget).
- localgame/id.ts: the tiny id helper (no engine imports) the dispatcher branches on.
- Game.svelte: the game-loop calls (state/history/submit/pass/exchange/resign/hint/
  evaluate/draft) go through gameSource(id) instead of the gateway directly; a local
  game's robot-reply events route through the same app event hub the network stream
  feeds, so the screen reacts to opponent_moved / game_over identically.

Behaviour-preserving for network games (gameSource returns the gateway for them). Local
verify green: check + test:unit + build + bundle-size gate + e2e (196 passed).
2026-07-06 09:24:55 +02:00
developer 9ecbe480db Merge pull request 'feat(offline): local game source (Phase B3.1)' (#193) from feature/offline-game-seam into development
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2026-07-06 07:13:26 +00:00
Ilia Denisov 32298595f2 feat(offline): local game source (Phase B3.1)
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A GatewayClient-shaped facade over the offline engine, so the same game screen can drive
a local vs_ai game with no backend (the wiring into Game.svelte is B3.2).

- source.ts: LocalSource implements the game-loop subset (GameLoopSource) for a local game
  id — gameState/gameHistory via replay, submitPlay/pass/exchange/resign apply the human
  move then run the robot (decide(generateMoves)) synchronously, persisting both and
  delivering the robot's move through a per-game event emitter (no live stream). hint is
  gated to >30 min since the robot's last move; evaluate/checkWord are local. It translates
  the UI's glyph space to the engine's index space with the static letters table.
- ruleset.ts: add the static per-variant letters (glyphs), pinned to the Go alphabet —
  offline is now fully self-contained (no reliance on a warm server alphabet cache).
- engine.ts: submitPlay (infers the direction like the server SubmitPlay), evaluatePlay +
  dictionaryHas for the move preview / word check, and record the main-word coordinate +
  the words on a play (for the history MoveRecord).
- source.test.ts: create -> human pass -> synchronous robot reply via the event, the hint
  gate, decoded history, and a whole game driven to completion.

Pure additive library code; no runtime behavior change (bundle unchanged).
2026-07-06 09:07:40 +02:00
developer 2847412b5b Merge pull request 'feat(offline): local game persistence + replay (Phase B2)' (#192) from feature/offline-localgame-store into development
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2026-07-06 06:34:57 +00:00
Ilia Denisov 4fa77bf82c feat(offline): local game persistence + replay (Phase B2)
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Store an offline game durably and reconstruct it — the offline counterpart of the
server's replay rehydration. Builds on the engine (#191); not wired into the UI yet
(Phase B3).

- serialize.ts: a LocalGameRecord (seed + rules + seat metadata + the alphabet-index
  move journal) and replayGame() — reconstruct a live LocalGame by seeding a fresh
  engine identically and replaying the journal. The board/bag/racks are not stored; they
  are deterministic from the seed and the replayed operations, so the record stays small.
  The journal is dictionary-independent (alphabet-index space, stable per variant).
- store.ts: an IndexedDB store for local games (save/get/list/delete), mirroring
  lib/dict/store.ts — its own database, best-effort, guarded when IndexedDB is absent.
- engine.ts: record the swapped tiles on an exchange (needed for exact replay) and expose
  the game's rule config.
- serialize.test.ts: a round-trip — reconstruct a mid-game and a finished game by replay
  and assert the state (board/racks/bag/scores/turn/log) is identical.

Pure additive library code; no runtime behavior change (bundle unchanged).
2026-07-06 08:22:47 +02:00
developer afa44d41b4 Merge pull request 'feat(offline): local game engine (Phase B1)' (#191) from feature/offline-localgame-engine into development
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2026-07-06 06:15:56 +00:00
Ilia Denisov e4cf143e9f feat(offline): local game engine (Phase B1)
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The offline vs_ai game engine — a faithful TS port of backend/internal/engine that
drives a whole local game with no backend. Composes with the move generator (#188) and
robot strategy (#189) from Phase A; not yet wired into the UI (Phase B2/B3).

- ui/src/lib/localgame/ruleset.ts: static per-variant tile values / bag counts / blank
  count, mirrored from rules.go (offline scoring is self-contained; online uses the
  server alphabet). Pinned by ruleset.parity.test.ts against a Go fixture.
- bag.ts: the tile bag (fill from counts/blanks, draw-from-end, return+reshuffle) on a
  deterministic in-house PRNG — a game replays from its seed, not bit-identical to a
  server game (per plan).
- board.ts: the mutable board, satisfying the validator/generator read view + set().
- engine.ts: LocalGame — deal / play (reusing validate.ts) / pass / exchange / resign,
  scoreless(6) & out-of-tiles end detection, end-of-game rack penalties, winner; mirrors
  game.go. The end-game math is exported as pure functions, pinned against the Go engine
  (engine.parity.test.ts, 9 constructed positions).
- engine.test.ts: a full-loop smoke — two robots play a whole vs_ai game to completion
  via generateMoves + decide, and it is reproducible from the seed.
- backend: movegen now dumps the per-variant rulesets; a new in-package engine emitter
  (endfixture_test.go, env-gated) produces the end-game golden.

Pure additive library code; no runtime behavior change (unused at runtime, bundle unchanged).
2026-07-06 08:02:05 +02:00
developer 543cbe56b9 Merge pull request 'test(offline): real-dictionary move-generator conformance in CI' (#190) from feature/offline-realdict-conformance into development
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2026-07-06 00:20:57 +00:00
Ilia Denisov a9c8f1ecfe test(offline): real-dictionary move-generator conformance in CI
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Phase A (A4): prove the ported move generator (#188) against the FULL shipped
dictionaries, not just the tiny samples — the deep graphs and complete 26/33-letter
alphabets the samples cannot reach.

- backend/cmd/movegen: add a -dawg-dir mode that emits per-variant golden move-gen
  vectors from the real dawgs (a bounded first-move + a blank case + a deep 7-tile
  mid-game position). Regenerated in CI to /tmp, never committed (like the
  dictgen/validategen vectors), so no dictionary version is pinned into the repo.
- ui/src/lib/dict/generate.realparity.test.ts: env-gated (DICT_DAWG_DIR +
  DICT_MOVEGEN_DIR) parity against that golden — 9 positions across scrabble_en /
  scrabble_ru / erudit_ru match the Go solver exactly. Skips cleanly when unset.
- .gitea/workflows/ci.yaml: the conformance job now generates the movegen golden
  and points the gated vitest at it (DICT_MOVEGEN_DIR).
2026-07-06 02:16:50 +02:00
developer d694ead7b6 Merge pull request 'feat(offline): robot move-choice strategy in TS (parity-pinned)' (#189) from feature/offline-robot-strategy into development
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2026-07-05 23:59:06 +00:00
Ilia Denisov 8c5995c076 feat(offline): port robot move-choice strategy to TS (parity-pinned)
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Phase A (2/2) of PWA offline mode: the offline robot picks its move exactly as the
server does, so a local vs_ai game plays the same. Builds on the move generator
from #188; not wired into a game loop yet (Phase B).

- ui/src/lib/robot/strategy.ts: port of backend/internal/robot/strategy.go's
  move-choice slice — mix (FNV-1a, via BigInt for bit-exact uint64), playToWin
  (~40% play-to-win), deviates (the fading off-strategy wobble) and selectMove
  (pick the candidate whose resulting margin lands closest to the +/-[1,30] band,
  conservative tie-break), composed by decide(). The generator's ranked moves feed
  straight in. Think-time/sleep/nudge scheduling is server-only and not ported.
- backend/internal/robot/strategyfixture_test.go: an in-package, env-gated emitter
  (EMIT_STRATEGY_FIXTURES=1) writing golden fixtures from the real Go strategy — it
  reaches the unexported mix/playToWin/deviates/selectMove.
- strategy.parity.test.ts: 21 mix + 56 decision cases match Go exactly (play/
  exchange/pass, the deviate flip, tie-break, band overshoot).

Pure additive library code; no runtime behavior change (unused at runtime, so the
bundle is unchanged).
2026-07-06 01:54:20 +02:00
developer cedc9ffae1 Merge pull request 'feat(offline): DAWG cursor + move generator in TS (parity-pinned)' (#188) from feature/offline-movegen into development
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2026-07-05 23:42:58 +00:00
Ilia Denisov c334a9d7b7 feat(offline): port DAWG cursor + move generator to TS (parity-pinned)
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First engine-first step of PWA offline mode (Phase A): the client-side move
generator — the "robot brain" a local vs_ai game will run on-device — with no
runtime wiring yet (Phase B).

- dawg.ts: add the step-by-step cursor (root/final/next/arcs), a faithful port
  of dafsa traverse.go over the reader's existing bitstream.
- generate.ts: the Appel-Jacobson generator (leftPart/extendRight + cross-sets +
  counts-rack + board transpose + moveKey ranking), reusing the cursor and
  validate.ts evaluate/connected. A cross-set LetterSet is a Uint8Array, so the
  33-letter Russian alphabet (index 32) is exact under JS bit ops.
- validate.ts: export connected for the generator's connectivity filter.
- backend/cmd/movegen: dev tool building small sample dictionaries and emitting
  golden move-generation fixtures from the real Go solver (EN + RU).
- tests: dawg.cursor.test.ts (enumeration bijection vs indexOf) and
  generate.parity.test.ts (7/7 vs the Go solver: empty board, mid-game, blank,
  single-word rule, Russian index-32 cross-set). The committed EN sample also
  unblocks the existing skipped dawg.parity.test.ts once wired with DICT_* in CI.

Pure additive library code; no runtime behavior change.
2026-07-06 01:35:11 +02:00
162 changed files with 27408 additions and 324 deletions
+21 -3
View File
@@ -214,9 +214,21 @@ jobs:
run: pnpm exec playwright install chromium webkit
timeout-minutes: 5
# The offline e2e plays a real local vs_ai game, so it needs the per-variant dawgs; fetch the
# release the same way the Go jobs do and point the mock preview's copy step (scripts/
# e2e-dict.mjs, via E2E_DICT_DIR below) at it.
- name: Fetch dictionary DAWGs
run: |
mkdir -p "${GITHUB_WORKSPACE}/dawg"
curl -fsSL -o /tmp/dawg.tar.gz "https://gitea.iliadenisov.ru/developer/scrabble-dictionary/releases/download/${DICT_VERSION}/scrabble-dawg-${DICT_VERSION}.tar.gz"
tar xzf /tmp/dawg.tar.gz -C "${GITHUB_WORKSPACE}/dawg"
ls -la "${GITHUB_WORKSPACE}/dawg"
- name: E2E smoke (mock)
run: pnpm run test:e2e
timeout-minutes: 5
env:
E2E_DICT_DIR: ${{ github.workspace }}/dawg
# conformance proves the client's local move preview (the ported dawg reader +
# validator, ui/src/lib/dict) byte-for-byte against the authoritative Go engine:
@@ -252,6 +264,7 @@ jobs:
run: |
go run ./backend/cmd/dictgen -dawg-dir "${GITHUB_WORKSPACE}/dawg" -out /tmp/dictgold
go run ./backend/cmd/validategen -dawg-dir "${GITHUB_WORKSPACE}/dawg" -out /tmp/validgold
go run ./backend/cmd/movegen -dawg-dir "${GITHUB_WORKSPACE}/dawg" -out "${GITHUB_WORKSPACE}/movegold"
- name: Set up Node
uses: actions/setup-node@v4
@@ -271,6 +284,7 @@ jobs:
DICT_DAWG_DIR: ${{ github.workspace }}/dawg
DICT_GOLD_DIR: /tmp/dictgold
DICT_VALID_DIR: /tmp/validgold
DICT_MOVEGEN_DIR: ${{ github.workspace }}/movegold
run: pnpm exec vitest run src/lib/dict/
# gate is the single branch-protection required check. It always runs and passes
@@ -302,9 +316,13 @@ jobs:
# Auto test-deploy on a PR into development and on the push that merges it.
# A PR into master is test-only (this job is skipped); prod deploy is manual.
# Gates on `gate` (so a real test failure blocks the deploy) but runs even when
# some test jobs were path-skipped.
needs: [gate]
if: ${{ (github.event_name == 'push' && github.ref == 'refs/heads/development') || (github.event_name == 'pull_request' && github.base_ref == 'development') }}
# some test jobs were path-skipped. Skipped entirely when neither the Go nor the
# UI side changed (e.g. a docs-only change): the contour image is unchanged, so
# there is nothing to redeploy. `changes` still defaults both to true when the
# diff is uncomputable, and a workflow/deploy edit forces both true, so an
# ambiguous or infra change still deploys as a safety net.
needs: [changes, gate]
if: ${{ (needs.changes.outputs.go == 'true' || needs.changes.outputs.ui == 'true') && ((github.event_name == 'push' && github.ref == 'refs/heads/development') || (github.event_name == 'pull_request' && github.base_ref == 'development')) }}
runs-on: ubuntu-latest
defaults:
run:
+620
View File
@@ -0,0 +1,620 @@
# PLAN — monetization implementation
Technical, step-by-step implementation of the monetization domain. Business mechanics and
the rationale for every rule live in [`docs/PAYMENTS.md`](docs/PAYMENTS.md) (RU mirror
[`docs/PAYMENTS_ru.md`](docs/PAYMENTS_ru.md)); this file is the *how*. Each stage is written
to be self-sufficient: returning to it gives full context — goal, exact touch-points,
tests, done-criteria, and current status — without re-deriving decisions.
## How to use this file
- **Stage granularity (E0E9) is fixed.** Do not split or merge stages. Plan each stage
densely enough to execute whole.
- **Never leak stage ids into the product.** Code, comments, commit messages, PR
titles/descriptions must read as finalized feature copy — never "E5", "stage 3", etc.
Stage ids exist only in this file.
- **Deviations are allowed** when new unknowns surface, but the plan is then edited **whole
and in agreement** (not piecemeal), keeping it coherent, and `docs/PAYMENTS.md` updated in
step.
- **Status marks:** each stage header carries `Status: TODO | WIP | DONE`. When a stage
lands, flip it to DONE and note the PR. The **Progress** table is the at-a-glance index.
- **Per-change discipline** (repo `CLAUDE.md`): update tests at the layers `docs/TESTING.md`
calls out, bake doc updates into the same PR, run local full verification before pushing,
feature branch → PR into `development`.
## Progress
| Stage | Title | Release | Status |
|-------|-------|---------|--------|
| E0 | Payments data foundation | 1 | DONE |
| E1 | Trusted platform signal | 1 | TODO |
| E2 | Currency + benefit core | 1 | TODO |
| E3 | Wallet UI | 1 | TODO |
| E4 | Durability (PITR) | 2 | TODO |
| E5 | Payment intake | 2 | TODO |
| E6 | Ads | 2 | TODO |
| E7 | Admin & reports | 2 | TODO |
| E8 | Guest limits | — | TODO |
| E9 | Tournament fee | future | TODO |
**Release 1** = full mechanics with no real money, exercised via `admin_grant` (E0→E1→E2→E3).
**Release 2** = money (E4→E5→E6→E7). E8 is standalone (game-behaviour change, can run in
parallel). E9 is future.
---
## Architecture baseline (applies to all stages)
Read once; individual stages assume it.
### Schema & isolation
- The payments domain owns its **own Postgres schema `payments`** in the shared instance
(`scrabble` DB). All payments tables are `payments.*`. `backend` schema is untouched
except for the deprecation of two legacy columns (E2).
- **DB role.** A dedicated **NOLOGIN** role holds ALL privileges on `payments.*` and
**nothing** on `backend` — grant-based confinement, asserted by a `SET ROLE` isolation
test. The application still connects on its single (superuser) pool, so these grants are a
stepping-stone to a real separate login/process, not the runtime wall. The **runtime wall
is code-level**: only the `internal/payments` package imports the payments jet code and
issues `payments.*` SQL (an **import-boundary test** enforces it); every other domain
reaches payments through the narrow Go interface.
- **No cross-schema link at all.** There is **no** foreign key from `payments.*` to
`backend.accounts`: `account_id` is a plain `uuid`, kept referentially honest in code and
joined to the tombstoned account / `retained_identities` dossier by the stable id. This
keeps the spend transaction (ledger INSERT + balance UPDATE + benefit UPDATE) fully
**within `payments`** and the domain extractable into its own database later. Benefits move
**into** `payments` (they no longer live on `accounts` — see E2); game code reads them
through the payments **Go interface**, never via SQL.
- **Money.** Monetary amounts are a single **`bigint` in the currency's minor units** (RUB
kopecks; Votes/Stars/chips are whole units, scale 1) carried in Go by the `payments.Money`
value type — the sole constructor/formatter/arithmetic, so **no `float64` ever touches an
amount** and a whole-unit currency structurally cannot hold a fraction. `chip_rate` is not a
table: a chip pack is a product, so its per-method rate **is** `product_price`.
### Domain boundary
- New package `backend/internal/payments/``payments.go` (types + `Service`),
`store.go` (`type Store struct{ db *sql.DB }`, go-jet against `internal/postgres/jet/
payments`), following the `ads` domain shape (`backend/internal/ads/{ads,service,store}.go`).
- Wired in `backend/cmd/backend/main.go` `run()` (construct after `account`, before
`server.New`), handed into `server.Deps` (`server.go`), routes registered in
`registerRoutes` gated `if s.payments != nil`, admin section in `registerConsole` gated
`if s.payments != nil`.
- Game/other domains depend on payments only through a **narrow interface** (e.g.
`AdFree(ctx, account, platform) bool`, `SpendHint(ctx, account, platform) error`,
`Balances(ctx, account, platform) …`). Keep the surface small; this is the seam that lets
payments become a separate process later without touching callers.
### Migrations & codegen
- Migrations: same goose dir `backend/internal/postgres/migrations/`, sequential
`0000N_*.sql`, `-- +goose Up/Down`, schema-qualified, **expand-contract mandatory**
(image rollback must stay DB-safe). First payments migration does `CREATE SCHEMA IF NOT
EXISTS payments`, creates the role, grants.
- **jetgen** (`backend/cmd/jetgen/main.go`) is currently hardwired to `schema=backend`.
Extend it to also generate `schema=payments` into `internal/postgres/jet/payments/
{model,table}` (committed). Regenerate only after a payments migration; revert unrelated
`backend`-schema churn (jetgen may reorder untouched tables — commit only intended diffs).
- Transactions: reuse the local `withTx(ctx, db, fn)` idiom. Balance/benefit mutations are
guarded single-row atomic UPDATEs (mirror `account.SpendHint`); the ledger INSERT +
materialized-cache UPDATE go in one `withTx`. Default Read-Committed is sufficient given
the guarded updates + unique idempotency keys; do not reach for Serializable without a
demonstrated need.
### Transport
- client ↔ gateway: Connect-RPC + FlatBuffers (h2c). gateway ↔ backend: REST/JSON +
`X-User-ID` via `gateway/internal/backendclient`. Any user-facing payments call needs the
full chain: backend REST handler (`u := s.user` group) → `backendclient` method →
Connect-RPC method + transcode (`gateway/internal/transcode/`) → FlatBuffers schema
(`pkg/fbs/…`, regen with `make -C pkg fbs` + `pnpm -C ui codegen`).
- Provider webhooks (Robokassa/VK) do NOT use the Connect path — model on the existing
public HMAC-signed route `s.public.GET("/dl/:id/:kind", …)` (`handlers.go`): a public
route with signature verification, proxied by the gateway/Caddy `@gateway` matcher
(`deploy/caddy/Caddyfile` — a new edge route MUST be added there or it falls to the
landing catch-all).
### Testing layers (`docs/TESTING.md`)
- **unit** (Go `_test.go`, TS vitest): gate-by-context, no-ads stacking, priority draw,
rate math, idempotency keys, catalog snapshotting. UI logic must be extracted out of
`.svelte` into `ui/src/lib/*` to be unit-testable.
- **integration** (`backend/internal/inttest/`, `//go:build integration`, Postgres-backed):
atomic chip↔benefit spend, callback idempotency, order-flow, TG outbox delivery, merge/
unlink of segments.
- **UI** (Playwright mock e2e, Chromium+WebKit): Wallet screen, warnings, guest-hidden, GP
stub. Mock e2e bypasses codec — wire bugs need codec unit tests.
- Local full verification before push: integration (`-tags=integration` + DAWG sibling +
Ryuk-off), UI check/test/build, codegen (`make -C pkg proto fbs`, `pnpm -C ui codegen`).
---
## E0 — Payments data foundation
**Status:** DONE · **Release 1** · depends on: none · mechanics: PAYMENTS §14, §7, §11.
**Goal.** Stand up the `payments` schema, its confinement role, the jetgen target, the domain
package skeleton and all core tables — nothing wired to real money yet. This is the substrate
every later stage builds on.
**Migration `00010_payments_foundation.sql` (`payments` schema).**
- `CREATE SCHEMA payments`; an idempotent `DO $$` block creates a **NOLOGIN** `payments` role;
`GRANT USAGE` + `GRANT ALL ON ALL TABLES` (+ `ALTER DEFAULT PRIVILEGES … GRANT ALL`) confine it
to `payments.*` with nothing on `backend`. No `REFERENCES` grant (there is no cross-schema FK).
- `payments.ledger` — append-only. `ledger_id` (uuid PK, app-generated v7), `account_id` (plain
`uuid`, **no FK**), `kind` (`fund|spend|admin_grant|refund`), `source`/`origin` (nullable,
`vk|telegram|direct`), `chips_delta` (signed int, 0 for a grant), `product_id` (nullable
FK→product), `order_id` (nullable FK→orders), `provider` + `provider_payment_id` (nullable),
`snapshot` (jsonb, written from E2), `created_at`. Immutability is a **`BEFORE UPDATE OR DELETE`
trigger** (a superuser bypasses a privilege REVOKE). Unique **partial** index on `(provider,
provider_payment_id) WHERE provider_payment_id IS NOT NULL` — the idempotency key.
- `payments.balances``(account_id, source)` PK, `chips int CHECK (>=0)`, `updated_at`. Created
**lazily** on first fund (up to three rows/account, absent = zero).
- `payments.benefits``(account_id, origin)` PK, `ads_paid_until timestamptz` null,
`ads_forever bool`, `hints int CHECK (>=0)`, `updated_at`. Created lazily.
- `payments.catalog_atom``atom_type` PK (`chips|hints|noads_days|tournament`); the four atoms
are **seeded** here (the `tournament` atom is provisioned for E9).
- `payments.product` (`product_id` PK, `title`, `active bool` soft-delete, timestamps);
`payments.product_item` (`(product_id, atom_type)` PK → `quantity`); `payments.product_price`
(`(product_id, COALESCE(method,''), currency)` unique → `amount bigint` minor units): a chip
pack carries a money price per `method` (`vk|telegram|direct`), a value carries one
`currency='CHIP', method=NULL` row. `currency ∈ {RUB, VOTE, XTR, CHIP}`; `amount CHECK (>=0)`.
- `payments.config` — a single typed row (`only_row bool PK CHECK`): `rewarded_payout_chips`,
`cooldown_global_seconds` (300), `cooldown_vs_ai_seconds` (1800), `cooldown_hint_seconds` (60),
`order_ttl_seconds` (1800). No `chip_rate` table — the pack rate is `product_price`.
- `payments.orders``order_id` (uuid PK), `account_id`, `platform`, `product_id` (FK),
`expected_amount bigint` + `currency`, `origin`, `status` (`pending|paid|expired`), `provider`,
`provider_payment_id` (nullable), timestamps. Index `(status, created_at)` for the pending sweep.
- `payments.payment_events``event_id` (uuid PK), `account_id`, `order_id` (nullable FK), `type`
(`succeeded|failed|refunded`), `payload jsonb`, `created_at`, `dispatched_at` (nullable, partial
index for the dispatch queue).
- Full `-- +goose Down` (DROP SCHEMA CASCADE + DROP OWNED BY + DROP ROLE); expand-contract, proven
reversible by an integration test.
**Backend.**
- `backend/internal/payments/{payments,service,store}.go` — the `Money` value type + `Currency`
(bigint minor units, exact, no float); `Store{db *sql.DB}` with a `Ping` health read via jet;
`Service` over the store. (`withTx` arrives with E2's first transaction.)
- `cmd/jetgen` generates the `payments` schema into `internal/postgres/jet/payments/` (a second
`GenerateDB` call); committed. Constructed in `cmd/backend/main.go` and passed to `server.Deps`
(`Payments`) with a boot-time reachability check; its routes are registered from E2.
**Legacy deprecation (expand phase only).** A `--` header note marks `accounts.hint_balance` and
`accounts.paid_account` deprecated; they are **not** dropped (the DROP is the contract phase after
E2 flips reads and after Release 2). Reads still use the old columns until E2.
**Tests.**
- integration (`inttest`): schema + role + seeds present; `SET ROLE payments` cannot read
`backend.accounts` (grant confinement); ledger rejects UPDATE/DELETE (trigger); idempotency
partial index holds (NULL-keyed rows repeat); balance/benefit/amount/enum CHECKs bite; migration
applies forward **and backward** on a throwaway PG.
- unit: `Money` — exact round-trip, per-currency scale, no-float parse rejecting a fraction for a
whole-unit currency, arithmetic, formatting. Import-boundary test: only `internal/payments`
imports the payments jet code.
**Done-criteria (met).** Migrations apply forward+backward on a throwaway PG 17; `go build
./backend/...` + `go vet` + `gofmt -l .` clean; committed `jet/payments/`; all tests green; no
behaviour change for users.
**Notes.** jetgen regenerates the whole `backend` schema; its committed jet had drifted from the
migrations (`robot_blocks`, `robot_friend_requests`, the `feedback_messages` `app_version` /
`browser_tz` columns, and `UseSchema` gaps), so this change also **regenerates and commits
`jet/backend`** to bring it back in sync (additive only — all suites stay green). The `payments`
role creation is idempotent (`DO $$` / `IF NOT EXISTS`) for fresh volumes.
---
## E1 — Trusted platform signal
**Status:** TODO · **Release 1** · depends on: none (parallel to E0) · mechanics: PAYMENTS §8.
**Goal.** Make the server know the execution platform from a trusted, unforgeable source,
carried on the session and re-confirmed each cold start. This is the foundation the gate
(E2) stands on; without it the gate is meaningless.
**Model.** `platform = {kind: vk|telegram|direct, subtype: ios|android|web}` becomes a
property of the **session**. On cold start the client submits the fresh wrapper signature
(VK launch-params `sign` / TG `initData`); the gateway (or backend session-resolve)
validates it and records/refreshes the session's platform. `direct` needs no signature — it
is implied by a web/native session's creation path.
**Backend.**
- Session store (`backend/internal/session/`): add `platform` (kind+subtype) to the session
row + `Session` struct; set it at creation and refresh it on a validated cold-start call.
- Session resolve (`handlers_auth.go handleResolveSession``resolveResponse` DTO
`dto.go`): return `platform` so the gateway can carry it.
- Validation: TG `initData` validator already exists (`platform/telegram/internal/initdata`)
— reuse. Add VK launch-params `sign` verification (HMAC over sorted params with the VK app
secret) — new small verifier, unit-tested against known VK vectors.
- Gateway (`gateway/internal/backendclient`): inject a trusted `X-Platform` header (mirror
`X-User-ID` injection in `client.go do()`), sourced from the resolved session — never from
the client request body.
- Backend middleware: read `X-Platform` into context alongside `X-User-ID`
(`middleware.go`); expose a typed accessor `platform(c)`.
- **Fail-closed default:** absent/invalid/stale platform ⇒ context = untrusted; the payments
interface treats untrusted as "view only" (enforced in E2's gate, but the signal plumbing
lands here).
**Client (`ui/`).** On cold start, submit the wrapper signature to the session-establish/
refresh call: VK via `ui/src/lib/vk.ts` (launch params), TG via `ui/src/lib/telegram.ts`
(`initData`). `direct` submits nothing (web/native). Compose the platform from
`insideVK()` + `insideTelegram()` + `clientChannel()` + `vkPlatform()` (no single
discriminator exists today — see `ui/src/lib/channel.ts`, note VK reads as `web` there).
**Tests.**
- unit (Go): VK sign verifier accepts valid / rejects tampered params; TG initData path
(existing) covered; platform kind+subtype derivation.
- integration: session carries platform; resolve returns it; stale/absent → untrusted.
- UI: cold start submits the right signature per wrapper (mock).
**Done-criteria.** A VK/TG session resolves to a trusted `{kind,subtype}`; a forged body
cannot change it; `direct` sessions resolve to `direct`; untrusted path is reachable and
observable. No user-visible change.
**Notes/risks.** VK iOS must surface as `subtype=ios` (drives the frozen state in E2/E3).
Old sessions predating this stage have no platform → untrusted → fail-closed (acceptable;
re-cold-start fixes it). Keep the VK app secret in config/secret store, not code.
---
## E2 — Currency + benefit core
**Status:** TODO · **Release 1** · depends on: E0, E1 · mechanics: PAYMENTS §2–§6, §11.
**Goal.** The full internal money mechanic, exercisable end-to-end **without real money**
via `admin_grant`: chip balances, spend→benefit atomically, the compliance gate by context,
benefit application (no-ads stacking, hints per-origin), the legacy migration, and the
`SpendHint` rewrite. This is the heart.
**Payments service (Go).**
- `Balances(ctx, account, platform)` → the segments spendable in the platform's context
(VK→vk; TG→tg; direct→direct+vk+tg; VK-iOS→frozen/view; untrusted→none).
- `Spend(ctx, account, platform, productID)` → gate-checked purchase of a value with chips:
resolve spendable segments by context, draw by priority (direct→vk→tg on web), write a
`spend` ledger row + decrement balance + apply benefit (extend `ads_paid_until[origin]`
from `max(now,end)` / set `ads_forever` / add hints) **in one tx**, stamping `origin` =
platform context. Refuse if untrusted (fail-closed) or funds insufficient.
- `Grant(ctx, account, origin, atoms)``admin_grant` ledger row (price 0, concrete values
only, never chips), same benefit application; origin chosen by the admin (E7 UI; here the
service method + an internal/admin entrypoint).
- `AdFree(ctx, account, platform)` / `HintsAvailable(ctx, account, platform)` /
`SpendHint(ctx, account, platform)` → apply the one-directional origin rule: in context P,
usable origins = {P} plus, when P is web/native, {vk,tg} (relaxation outward); in VK only
vk; in TG only tg.
- `Merge` / `Unlink` hooks: extend `accountmerge` to merge segments+benefits by origin
(same-origin add, different coexist), and make segment availability follow identity
presence (unlink → sleep, re-link → wake). Warn-before-unlink is a UI concern (surface the
balance via the interface).
**Backend wiring & migration.**
- Deprecate-and-flip `accounts.hint_balance` / `accounts.paid_account`: E0 added the tables;
here, move reads/writes to `payments.benefits`. `SpendHint` (`game/service.go` ~:1147) and
`ads.Eligible` (`ads/ads.go` :107) call the payments interface instead of the account
columns. Legacy values were never set in prod → zero them; the DROP is the contract phase
(guarded, after Release 2 — keep columns until then for rollback safety).
- `vs_ai` hints stay free/unlimited (unchanged 30-min gate); only online-game hint spend
routes through the segmented, context-aware path.
**API (user-facing, Connect chain).** Read-only wallet view + spend:
`GET /api/v1/user/wallet` (balances+benefits for the context), `POST /api/v1/user/wallet/
buy` (spend chips on a product). Add the backend handlers (`u := s.user`), `backendclient`
methods, Connect methods + transcode + FBS. Admin grant is internal/admin (E7 UI).
**Tests.**
- unit (Go): gate-by-context matrix (every row of PAYMENTS §4); priority draw; no-ads
stacking (`+=` from max(now,end)) + forever override; per-origin hint applicability;
merge/unlink segment math.
- integration: atomic spend (ledger+balance+benefit in one tx; failure rolls all back);
admin_grant credits values not chips; legacy migration zeroes and flips reads; merge/
unlink over Postgres.
- UI: none new (E3 builds the screen); wallet DTO covered by codec unit tests.
**Done-criteria.** With chips seeded via `admin_grant`, a user can buy no-ads/hints; the gate
blocks cross-context spend and cross-origin application; ads gate reads the new benefit;
`SpendHint` uses segments; all layers green; **compliance regression** (a `direct` benefit
never activates inside VK/TG) is a named test.
**Notes/risks.** This is the high-blast-radius core (money semantics + a live path
`SpendHint`/`ads.Eligible`). Minimize surface, keep the interface narrow, no mixed-in
refactors. The legacy flip is expand-contract: reads move first, DROP much later.
---
## E3 — Wallet UI
**Status:** TODO · **Release 1** · depends on: E2 · mechanics: PAYMENTS §1, §7, §6, §13, §4.
**Goal.** The user-facing "Кошелёк" (Wallet) section: balances + active benefits + the
catalog storefront, honouring guest-hidden, GP-stub, and the web-spend warning.
**UI (`ui/`).**
- New `'wallet'` tab in `ui/src/screens/SettingsHub.svelte``SettingsTab` union, tab
button **between Friends (:65) and About (:66)**, body branch in the `:42-51` switch,
`'wallet'` route in `ui/src/lib/routeparse.ts` + `ui/src/App.svelte`. Reuse the hub's
guest/offline gating.
- `Wallet.svelte` screen: **minimal** — context-available chip balances + active benefits
(no-ads until date, hints count). **No history feed** (PAYMENTS §11 — noise). Storefront:
products from the configurable catalog, prices in chips (values) / per-method (chip packs).
- **Guest:** section hidden entirely (durable-only).
- **GP build:** purchase CTA replaced by a stub ("install the RuStore build to make
purchases"); rewarded + spending earned chips still work. Detect the GP native build.
- **Web-spend warning:** before spending vk/tg chips in a web/native (direct) context, show
an own `Modal` (not `showPopup` — that eats the user-activation gesture) warning the value
will be web/native-only.
- Extract all logic into `ui/src/lib/*` (unit-testable); keep `.svelte` thin.
**Tests.**
- unit (vitest): storefront/price formatting, context-available-segment selection, warning
trigger condition.
- UI (Playwright mock, Chromium+WebKit): Wallet renders between Friends/About; guest hides
it; GP stub; warning modal on web vk/tg spend. Mock overlay must stay instant under
`MODE==='mock'` (or it intercepts taps).
**Done-criteria.** Owner can review the Wallet on the deployed test contour (visual sign-off
is on the contour, not local); balances/benefits/storefront correct per context; guest/GP/
warning paths verified. Release 1 is now demonstrable end-to-end via `admin_grant`.
**Notes/risks.** No global `.btn`/`.ghost` in `ui/` — style per-component with scoped CSS +
tokens (mirror NewGame `.invite` for a CTA). Svelte whitespace/`$state` naming gotchas
apply. iOS WebView download/gesture caveats are irrelevant here (no file delivery).
---
## E4 — Durability (PITR)
**Status:** TODO · **Release 2** · depends on: E0 (schema exists) · mechanics: PAYMENTS §14.
**Goal.** Continuous WAL archiving with point-in-time recovery, armed **before the first
real money** is accepted (E5 prod). Protects both money and game data.
**Work.**
- Add WAL archiving to the prod Postgres (pgBackRest or WAL-G): base backups + continuous
WAL to a second host or object storage. Wire into `deploy/` (compose/prod overlay +
ansible `deploy/ansible/`), config + secrets under the `PROD_` prefix.
- Restore runbook in `deploy/README.md`: base + WAL replay to a timestamp; test the restore
on a scratch target.
- Keep the existing migration-time `pg_dump` (`deploy/prod-deploy.sh`) as belt-and-braces.
**Mandatory pre-prod assessment (owner-required, gates the Release 2 prod rollout).**
Before the first money goes live, produce and record here:
1. **Disk-storage cost estimate** for the WAL archive + base backups (retention window ×
WAL volume; account for both hosts / object-storage pricing). This can change hosting
sizing.
2. **PG performance-degradation assessment** from continuous archiving (write amplification,
archive_command latency, backup I/O contention) on the prod-sized instance.
Neither blocks building the plan, but both **must** be completed and reviewed before the
prod release — surface the numbers to the owner (they may change host settings).
**Tests.** Restore drill on a scratch instance (base + WAL → target timestamp) documented
and passing. No app-level tests.
**Done-criteria.** WAL archiving live on prod PG; a timed restore verified; cost + perf
assessment recorded and owner-reviewed; runbook in `deploy/README.md`.
**Notes/risks.** The tg host is weak (1 vCPU) — if the archive lands there, watch
contention. Migrations stay expand-contract so image rollback remains DB-safe alongside PITR.
---
## E5 — Payment intake
**Status:** TODO · **Release 2** · depends on: E0, E1, E2, E4 · mechanics: PAYMENTS §9, §12.
**Goal.** Accept real money on all three rails into the payments domain: order-flow,
verified provider callbacks, idempotency, the TG bot SQLite outbox, the event dispatcher,
receipts, and refunds.
**Order-flow & intake (single writer).**
- `POST /api/v1/user/wallet/order` → create `order(pending)` (account/platform/product/
expected amount/origin), return the provider-specific launch payload with `order_id`
threaded in (Robokassa `InvId` / TG `invoice_payload` / VK `item`).
- Robokassa + VK **public webhooks**: new edge routes (add to `deploy/caddy/Caddyfile`
`@gateway` matcher — or they fall to the landing catch-all), signature/HMAC verified,
proxied into a payments intake handler. Match by `order_id`, verify amount, credit
(ledger `fund` + balance UPDATE in one tx), mark order `paid`, emit `payment_event`.
Idempotent by `(provider, provider_payment_id)`.
- **Pending sweep:** background reaper expires pending orders after the configured timeout
(~30 min). Expiry is cosmetic — a later valid callback still credits (revive/honour).
**TG bot outbox (`platform/telegram/`).**
- The bot receives `successful_payment` (and `pre_checkout_query`) via Bot API. Add a
**SQLite** store on the bot's disk: on receipt, persist → ack the Telegram update → forward
to a backend payments-intake endpoint (internal, authenticated over the existing reverse
mTLS bot-link) → on backend ack, mark `forwarded`. Retries with backoff; re-drive
undelivered on restart. Backend intake dedups by `telegram_payment_charge_id`.
- Provide the invoice creation path (Stars) from the Mini App via the bot as needed.
**Events & notifications.**
- `payment_events` dispatcher: `succeeded`/`failed`/`refunded` → live gRPC stream if the
user is connected, else `botlink` push / email relay (existing). "failed" = an active
provider decline (not an abandoned pending) surfaced to the user; "succeeded" hook
(email/bot message).
**Receipts (§12).** Robokassa self-employed НПД receipt on payment (provider config); VK
handles Votes tax itself; TG Stars — no receipt.
**Refunds (§9).** ToS non-refundable; admin manual refund (ties to `accountdelete`); external
`refunded` events honoured — best-effort benefit revoke (never negative; record loss + abuse
flag if spent), ledger `refund` row. Ledger export-ready (reconciliation not built).
**Tests.**
- unit: signature/HMAC verifiers per rail; order-id matching; idempotency-key dedup.
- integration: full order→callback→credit per rail; duplicate callback credits once; expired
order still honoured on late callback; TG outbox store→forward→ack→cleanup + restart
re-drive; refund revoke best-effort/never-negative.
- UI: purchase flow reaches the provider launch (mock); success/failure surfaced.
**Done-criteria.** A real (sandbox) payment on each rail credits chips exactly once; a
replayed callback does not double-credit; the TG outbox survives a bot restart mid-flight;
failed/succeeded events reach the user; refund path exercised. **PITR (E4) armed and the
cost/perf assessment reviewed before this goes to prod.**
**Notes/risks.** Manual `docker run -p` boot tests fail from the shell — verify the runnable
artifact via the testcontainers integration suite. Distroless services run UID 65532;
bind-mounted secrets must be 0644. Edge routes silently fall through if not added to the
Caddyfile — add a CI probe. The prod rolling deploy skips caddy on config-only changes —
force-recreate when the Caddyfile changes.
---
## E6 — Ads
**Status:** TODO · **Release 2** · depends on: E2 (chips), E5 (rewarded credits via intake) ·
mechanics: PAYMENTS §10.
**Goal.** VK video ads: the post-move interstitial (frequency-gated) and the rewarded video
(credits chips via server verify), plus extending the existing banner suppression to
per-origin.
**Work.**
- **Provider abstraction:** a small ads-network interface (VK impl now) so a future network
for other platforms slots in without rework. VK integration via `ui/src/lib/vk.ts`.
- **Rewarded:** voluntary view → the network's **server verify callback** → payments intake
credits chips to the `vk` segment (client not believed, like a payment). On-launch
anti-fraud = provider verify only (no own daily cap; abstraction allows later).
- **Interstitial** (post-move fullscreen), configurable server values (from `payments`
config): global per-user cooldown across all games (default 5 min); `vs_ai` 30 min; a hint
application triggers a post-move interstitial independently with its own 1-min cooldown;
offline banner-only; respect VK's own frequency caps. Cooldown state tracked server-side
(per user) or client-mirrored from a server value — pick and document at implementation.
- **Banner suppression:** extend `ads.Eligible` (`backend/internal/ads/ads.go` :107) to gate
on the **origin benefit applicable in the current context** (E2 interface) instead of the
single legacy flag. No-ads suppresses banner + interstitial; rewarded never suppressed.
**Tests.**
- unit: cooldown logic (global 5m / vs_ai 30m / hint-trigger 1m independence); rewarded
credit path; banner eligibility per context.
- integration: rewarded verify → credit exactly once (idempotent like a payment).
- UI: interstitial shows/respects cooldown (mock); rewarded button; no-ads hides banner +
interstitial; rewarded still available under no-ads.
**Done-criteria.** VK rewarded credits chips once per verified view; interstitial respects
all cooldowns incl. the hint trigger; no-ads suppresses banner+interstitial but not
rewarded; offline shows banner only.
**Notes/risks.** Crypto-payout networks stay rejected. Rewarded-without-payout is pointless —
only enable where the network pays (VK). Keep the interstitial frequency as server config so
it tunes without a store release.
---
## E7 — Admin & reports
**Status:** TODO · **Release 2** · depends on: E2 (ledger/grant), E5 (payments/refunds) ·
mechanics: PAYMENTS §11.
**Goal.** The admin console financial surface: per-user report, admin grant UI, manual
refund UI, ledger export.
**Work (`/_gm`, `backend/internal/server/handlers_admin_console.go` + `adminconsole/`).**
- **Per-user financial panel** on the existing user card (`consoleUserDetail` :343,
`UserDetailView`): segment balances, payments, spends, grants, refunds, full history —
read from the append-only ledger + materialized cache.
- **Admin grant** action (mirror the existing `POST /_gm/users/:id/grant-hints`): grant
concrete values (no-ads days / hints), **origin picker**, **never chips**; writes an
`admin_grant` ledger row (E2 `Grant`).
- **Manual refund** action: admin-initiated refund of a specific order (ties to the refund
path); records a `refund` ledger row; best-effort benefit revoke.
- **Ledger export**: CSV/JSON export of the ledger for tax reporting + future Robokassa
reconciliation (export-ready schema; reconciliation itself not built).
- Auth unchanged: gateway Basic-Auth in front of `/_gm` + backend same-origin CSRF on POSTs.
**Tests.**
- unit: report view assembly; grant refuses chips; export shape.
- integration: grant/refund write correct ledger rows; report reflects balances+history.
**Done-criteria.** An operator can see a user's full financial picture, grant concrete
values (origin-picked, never chips), issue a manual refund, and export the ledger.
**Notes/risks.** `/_gm` per-user detail already surfaces `PaidAccount`/`HintBalance` — replace
those with the segmented view as the legacy columns retire.
---
## E8 — Guest limits
**Status:** TODO · **standalone** (game-behaviour change; can run in parallel) · depends on:
none · mechanics: PAYMENTS §6.
**Goal.** A registration funnel: cap what a guest can do, enforced **server-side** (today the
gating is UI-only).
**Finding (verified).** The friend/invitation paths do **not** check `is_guest` on the
server — only the UI hides them: `social/friends.go:50` `SendFriendRequest`,
`robotfriends.go:41` `RequestInGame`, `friendcodes.go:67` `RedeemFriendCode`,
`lobby/invitations.go:208` `CreateInvitation`. A guest with a valid `X-User-ID` can call them
in the UI's stead.
**Work.**
- **Server guest gate** on friend-request / redeem-code / invitation-create: refuse when the
caller `is_guest` (add an `ErrGuestForbidden`-style guard, as `feedback` already has).
- **Active-game limits** for guests: at most **1 random-opponent game + 1 vs_ai** concurrently
(enforce on game/invitation creation in `lobby`/`game`; today no such limit exists).
- Keep the existing UI gating; this adds the server as the source of truth.
**Tests.**
- integration: guest is refused friend/redeem/invitation server-side; guest blocked from a
2nd random / 2nd vs_ai; durable account unaffected.
- UI: guest sees the funnel (existing hides + any new messaging).
**Done-criteria.** Guests are server-limited to 1 random + 1 vs_ai and cannot friend/invite;
durable accounts unchanged; regression that this does not break existing durable flows.
**Notes/risks.** This changes existing game behaviour — its own tests, its own PR, no
mixed-in payments changes. Decide whether a guest may finish an already-started game (limit
on creation, not mid-game) at implementation and record it here.
---
## E9 — Tournament fee (future)
**Status:** TODO · **future** · depends on: E0 (atom provisioned), tournament feature ·
mechanics: PAYMENTS §5, §7.
**Goal.** Charge a chip entry fee for tournaments. The `tournament` atom + a catalog product
are provisioned in E0/E7; the spend mechanic reuses E2 (`Spend`). The actual tournament
feature and its coupling to entry are out of scope until the tournament feature exists.
**Done-criteria.** Deferred — revisit when tournaments are built.
---
## Verification & CI (all stages)
- Per-stage tests at the layers above; **compliance-gate regression is mandatory** (a
`direct` benefit must never activate inside VK/TG) and runs from E2 onward.
- Local full verification before every push: `go build/vet ./backend/... && gofmt -l .`,
integration (`-tags=integration` + DAWG sibling + Ryuk-off), `pnpm -C ui check/test:unit/
build`, Playwright mock e2e, codegen (`make -C pkg proto fbs`, `pnpm -C ui codegen`).
- Contour: each PR into `development` auto-deploys the test contour; owner does visual sign-
off there (not local). Keep a multi-PR batch a linear stack (one shared contour,
last-deploy-wins).
- Prod (Release 2): expand-contract migrations only (image rollback DB-safe); PITR armed +
the E4 cost/perf assessment reviewed **before** the first money; new edge routes added to
the Caddyfile with a CI probe; caddy force-recreated on config-only changes.
- Release framing: **shipped docs/code/commits/PRs carry no stage ids** — finalize copy for
the release, not the plan.
+11
View File
@@ -31,6 +31,7 @@ import (
"scrabble/backend/internal/link"
"scrabble/backend/internal/lobby"
"scrabble/backend/internal/notify"
"scrabble/backend/internal/payments"
"scrabble/backend/internal/postgres"
"scrabble/backend/internal/pushgrpc"
"scrabble/backend/internal/ratewatch"
@@ -260,6 +261,15 @@ func run(ctx context.Context, cfg config.Config, logger *zap.Logger) error {
// block and the banner admin console section.
adsSvc := ads.NewService(ads.NewStore(db))
// In-game currency domain (data foundation): the payments schema behind a
// narrow interface. A boot-time reachability check fails fast if the schema
// did not migrate; the wallet routes are registered when that surface lands.
paymentsSvc := payments.NewService(payments.NewStore(db))
if err := paymentsSvc.Ping(ctx); err != nil {
return fmt.Errorf("payments schema unreachable: %w", err)
}
logger.Info("payments domain ready")
// The image-render sidecar client for the PNG export artifact; nil (PNG
// download answers 404) when BACKEND_RENDERER_URL is unset.
var renderer *render.Client
@@ -287,6 +297,7 @@ func run(ctx context.Context, cfg config.Config, logger *zap.Logger) error {
RateWatch: rateWatch,
BanView: banView,
Ads: adsSvc,
Payments: paymentsSvc,
Notifier: hub,
ExportSignKey: cfg.ExportSignKey,
Renderer: renderer,
+12 -5
View File
@@ -9,7 +9,8 @@
// 1. start a postgres:17-alpine container via testcontainers-go
// 2. open it with search_path=backend and apply the embedded goose migrations
// 3. drop goose's bookkeeping table so jet does not generate a model for it
// 4. run jet's PostgreSQL generator for schema=backend into internal/postgres/jet
// 4. run jet's PostgreSQL generator for the backend and payments schemas into
// internal/postgres/jet (one subdirectory per schema)
package main
import (
@@ -36,6 +37,7 @@ const (
superuserPassword = "scrabble"
superuserDatabase = "scrabble_backend"
backendSchema = "backend"
paymentsSchema = "payments"
containerStartup = 90 * time.Second
jetOutputDirSuffix = "internal/postgres/jet"
)
@@ -105,11 +107,16 @@ func run(ctx context.Context) error {
return fmt.Errorf("drop goose_db_version: %w", err)
}
if err := jetpostgres.GenerateDB(db, backendSchema, outputDir); err != nil {
return fmt.Errorf("jet generate: %w", err)
// Each schema generates into its own jet/<schema>/ subdirectory (the
// generator wipes only that subtree), so the two calls do not clobber each
// other. GenerateDB takes the schema explicitly, so the connection's
// search_path=backend does not affect the payments introspection.
for _, schema := range []string{backendSchema, paymentsSchema} {
if err := jetpostgres.GenerateDB(db, schema, outputDir); err != nil {
return fmt.Errorf("jet generate schema=%s: %w", schema, err)
}
log.Printf("jetgen: generated jet code into %s (schema=%s)", outputDir, schema)
}
log.Printf("jetgen: generated jet code into %s (schema=%s)", outputDir, backendSchema)
return nil
}
+417
View File
@@ -0,0 +1,417 @@
// Command movegen emits golden conformance fixtures for the client-side move
// generator port (ui/src/lib/dict). It is a dev tool, run by hand; its output is
// committed so the TypeScript parity tests run without a Go toolchain.
//
// For each small sample dictionary (English and Russian — the latter reaches
// alphabet index 32, exercising the 33-letter cross-set boundary) it writes:
//
// - sample_<tag>.dawg the serialized dictionary (the reader/cursor fixture)
// - sample_<tag>.words.json the stored words + their alphabet indexes
// - sample_<tag>.gen.json ranked move-generation results from the real solver,
// for a handful of positions, plus the ruleset the TS
// side rebuilds to score identically
//
// Positions are built with only the solver's public API: an empty board, and
// two-ply positions reached by applying the solver's own top move (so no internal
// encoding is needed). Regenerate with:
//
// go run ./backend/cmd/movegen -out ui/src/lib/dict/testdata
package main
import (
"bytes"
"encoding/json"
"flag"
"log"
"os"
"path/filepath"
"strings"
"gitea.iliadenisov.ru/developer/scrabble-solver/board"
"gitea.iliadenisov.ru/developer/scrabble-solver/rack"
"gitea.iliadenisov.ru/developer/scrabble-solver/rules"
"gitea.iliadenisov.ru/developer/scrabble-solver/scrabble"
dawg "github.com/iliadenisov/dafsa"
)
// sampleWordsEN is the English sample dictionary, in strictly increasing
// alphabet-index order (the builder requires it). Shared prefixes (car/care/cars),
// shared suffixes (cats/dogs), internal-final nodes (do, an) and a one-letter word.
var sampleWordsEN = []string{
"a", "an", "and", "ant",
"car", "care", "cared", "cares", "cars", "cat", "cats",
"do", "doe", "does", "dog", "dogs", "done", "dot",
}
// sampleWordsRU is the Russian sample dictionary, in strictly increasing index
// order. It deliberately includes words starting with я (index 32) so the ported
// cross-set handles alphabet indexes past JS's 31-bit shift boundary.
var sampleWordsRU = []string{"ад", "ар", "оса", "я", "яд", "яр"}
// sampleFixture is the JSON committed with the .dawg so the TypeScript cursor test
// knows the exact word set (as alphabet indexes) to expect from enumeration.
type sampleFixture struct {
Alphabet string `json:"alphabet"`
NumAdded int `json:"numAdded"`
Words []string `json:"words"`
Indexes [][]int `json:"indexes"`
}
// genFixture is the move-generation golden set for one sample dictionary.
type genFixture struct {
Ruleset genRuleset `json:"ruleset"`
Cases []genCase `json:"cases"`
}
// genRuleset is the scoring data the TS side rebuilds so evaluate() matches the Go
// solver: letter values, premium multipliers per square, the centre, rack size and bonus.
type genRuleset struct {
Size int `json:"size"`
Cols int `json:"cols"`
Center int `json:"center"`
RackSize int `json:"rackSize"`
Bingo int `json:"bingo"`
Values []int `json:"values"`
LetterMult [][]int `json:"letterMult"`
WordMult [][]int `json:"wordMult"`
}
// genTile is one placed tile (a board tile or a move placement).
type genTile struct {
Row int `json:"row"`
Col int `json:"col"`
Letter int `json:"letter"`
Blank bool `json:"blank"`
}
// genRack is a rack as a multiset of letter indexes plus a blank count.
type genRack struct {
Letters []int `json:"letters"`
Blanks int `json:"blanks"`
}
// genMove is one ranked generated play: its orientation, placed tiles and total score.
type genMove struct {
Dir int `json:"dir"`
Tiles []genTile `json:"tiles"`
Score int `json:"score"`
}
// genCase is one generation position: the tiles already on the board (empty when
// none), the rack, the mode/rule and the ranked moves the solver returns.
type genCase struct {
Name string `json:"name"`
Placed []genTile `json:"placed"`
Rack genRack `json:"rack"`
Mode int `json:"mode"`
IgnoreCrossWords bool `json:"ignoreCrossWords"`
Moves []genMove `json:"moves"`
}
func main() {
out := flag.String("out", "ui/src/lib/dict/testdata", "output directory for fixtures")
dawgDir := flag.String("dawg-dir", "", "when set, emit real-dictionary move-gen golden from the .dawg files in this dir (conformance mode) instead of the committed samples")
flag.Parse()
if err := os.MkdirAll(*out, 0o755); err != nil {
log.Fatalf("movegen: mkdir %s: %v", *out, err)
}
if *dawgDir != "" {
buildReal(*dawgDir, *out)
return
}
emitRulesets()
buildSample(*out, "en", rules.English(), sampleWordsEN, []genCase{
emptyCase("empty-cared", englishRack("caredts", 0), scrabble.Both, false),
emptyCase("empty-dogs", englishRack("dogsent", 0), scrabble.Both, false),
emptyCase("empty-blank", englishRack("caret", 1), scrabble.Both, false),
emptyCase("empty-single-word", englishRack("caredts", 0), scrabble.Both, true),
})
buildSample(*out, "ru", rules.RussianScrabble(), sampleWordsRU, []genCase{
emptyCase("empty-yad", russianRack("ядрасо", 0), scrabble.Both, false),
})
}
// buildSample writes the dawg, the word fixture and the generation golden set for
// one sample dictionary. Two-ply cases are appended: the solver's own top move from
// the first non-empty result is applied, then generation runs again on the new rack.
func buildSample(out, tag string, rs *rules.Ruleset, words []string, cases []genCase) {
idx := rs.Alphabet
b := dawg.New(idx)
indexes := make([][]int, 0, len(words))
for _, w := range words {
if err := b.Add(w); err != nil {
log.Fatalf("movegen[%s]: add %q: %v", tag, w, err)
}
enc, err := idx.Encode(w)
if err != nil {
log.Fatalf("movegen[%s]: encode %q: %v", tag, w, err)
}
ints := make([]int, len(enc))
for i, x := range enc {
ints[i] = int(x)
}
indexes = append(indexes, ints)
}
finder := b.Finish()
writeJSON(filepath.Join(out, "sample_"+tag+".words.json"), sampleFixture{
Alphabet: tag, NumAdded: finder.NumAdded(), Words: words, Indexes: indexes,
})
dawgPath := filepath.Join(out, "sample_"+tag+".dawg")
if _, err := finder.Save(dawgPath); err != nil {
log.Fatalf("movegen[%s]: save %s: %v", tag, dawgPath, err)
}
s := scrabble.NewSolver(rs, finder)
for i := range cases {
runCase(s, rs, &cases[i], nil)
}
// A two-ply position from the first standard case that produced a move.
if two := twoPly(s, rs, cases); two != nil {
cases = append(cases, *two)
}
writeJSON(filepath.Join(out, "sample_"+tag+".gen.json"), genFixture{
Ruleset: rulesetOf(rs), Cases: cases,
})
log.Printf("movegen[%s]: %d words, %d cases", tag, finder.NumAdded(), len(cases))
}
// realVariant maps a shipped dictionary file to the ruleset that scores it and the racks
// the conformance positions use. smallRack/blankRack keep the first-move (empty board)
// lists bounded on a dense dictionary; fullRack drives a deep 7-tile mid-game position,
// kept small by the anchors around the already-placed word.
type realVariant struct {
file, variant, smallRack, blankRack, fullRack string
rs *rules.Ruleset
}
// buildReal emits move-generation golden from the real shipped dictionaries in dawgDir —
// the full alphabets and deep graphs the tiny samples cannot reach — one
// <variant>.movegen.json per variant. Like the dictgen/validategen vectors it is
// regenerated in CI and never committed, so it pins no dictionary version into the repo.
func buildReal(dawgDir, out string) {
reals := []realVariant{
{"en_sowpods", "scrabble_en", "aine", "ain", "aeinrst", rules.English()},
{"ru_scrabble", "scrabble_ru", "аеин", "аен", "аеиноср", rules.RussianScrabble()},
{"ru_erudit", "erudit_ru", "аеин", "аен", "аеиноср", rules.Erudit()},
}
for _, v := range reals {
data, err := os.ReadFile(filepath.Join(dawgDir, v.file+".dawg"))
if err != nil {
log.Fatalf("movegen[%s]: read dawg: %v", v.variant, err)
}
finder, err := dawg.Read(bytes.NewReader(data), 0)
if err != nil {
log.Fatalf("movegen[%s]: parse dawg: %v", v.variant, err)
}
s := scrabble.NewSolver(v.rs, finder)
cases := []genCase{
emptyCase("first-move", encRack(v.rs, v.smallRack, 0), scrabble.Both, false),
emptyCase("first-move-blank", encRack(v.rs, v.blankRack, 1), scrabble.Both, false),
}
for i := range cases {
runCase(s, v.rs, &cases[i], nil)
}
// A deep 7-tile mid-game: place the top first move, then generate again. The
// anchors around the placed word bound the list while still exercising a full rack,
// deep left/right extension and wide cross-sets over the real graph.
full := encRack(v.rs, v.fullRack, 0)
b := board.New(v.rs.Rows, v.rs.Cols)
if m1 := s.GenerateMovesOpts(b, toRack(v.rs.Size(), full), scrabble.Both, scrabble.PlayOptions{}); len(m1) > 0 {
mid := genCase{Name: "mid-game", Rack: full, Mode: int(scrabble.Both)}
runCase(s, v.rs, &mid, tilesOf(m1[0].Tiles))
cases = append(cases, mid)
}
writeJSON(filepath.Join(out, v.variant+".movegen.json"), genFixture{Ruleset: rulesetOf(v.rs), Cases: cases})
total := 0
for _, c := range cases {
total += len(c.Moves)
}
_ = finder.Close()
log.Printf("movegen[%s]: %d cases, %d golden moves", v.variant, len(cases), total)
}
}
// encRack encodes a rack given as the variant's letters (plus a blank count) into the
// index-based genRack the fixtures carry.
func encRack(rs *rules.Ruleset, letters string, blanks int) genRack {
enc, err := rs.Alphabet.Encode(letters)
if err != nil {
log.Fatalf("movegen: encode rack %q: %v", letters, err)
}
idx := make([]int, len(enc))
for i, b := range enc {
idx[i] = int(b)
}
return genRack{Letters: idx, Blanks: blanks}
}
// runCase fills a case's Moves by generating on a board holding the given placed
// tiles (nil = empty board).
func runCase(s *scrabble.Solver, rs *rules.Ruleset, c *genCase, placed []genTile) {
bd := board.New(rs.Rows, rs.Cols)
for _, t := range placed {
bd.Set(t.Row, t.Col, cellByte(t.Letter, t.Blank))
}
c.Placed = placed
rk := toRack(rs.Size(), c.Rack)
moves := s.GenerateMovesOpts(bd, rk, scrabble.Mode(c.Mode), scrabble.PlayOptions{IgnoreCrossWords: c.IgnoreCrossWords})
c.Moves = movesOf(moves)
}
// twoPly reaches a mid-game position by applying the top move of the first standard
// case that generated one, then generates again with a fresh rack of the same tiles.
func twoPly(s *scrabble.Solver, rs *rules.Ruleset, cases []genCase) *genCase {
for _, c := range cases {
if c.IgnoreCrossWords || len(c.Moves) == 0 {
continue
}
placed := c.Moves[0].Tiles
next := genCase{Name: "two-ply", Rack: c.Rack, Mode: int(scrabble.Both)}
runCase(s, rs, &next, placed)
return &next
}
return nil
}
// cellByte encodes a board cell the way internal/encoding.Cell does (bits 0-5 hold
// letter+1, bit 7 marks a blank). Duplicated here because that package is internal
// to the solver module and cannot be imported.
func cellByte(letter int, blank bool) byte {
v := byte(letter+1) & 0x3f
if blank {
v |= 0x80
}
return v
}
func toRack(size int, r genRack) rack.Rack {
rk := rack.New(size)
for _, l := range r.Letters {
rk.Add(byte(l))
}
for i := 0; i < r.Blanks; i++ {
rk.AddBlank()
}
return rk
}
func rulesetOf(rs *rules.Ruleset) genRuleset {
lm := make([][]int, rs.Rows)
wm := make([][]int, rs.Rows)
for r := 0; r < rs.Rows; r++ {
lm[r] = make([]int, rs.Cols)
wm[r] = make([]int, rs.Cols)
for c := 0; c < rs.Cols; c++ {
p := rs.Premium(r, c)
lm[r][c] = p.LetterMult()
wm[r][c] = p.WordMult()
}
}
return genRuleset{
Size: rs.Size(), Cols: rs.Cols, Center: rs.Center, RackSize: rs.RackSize,
Bingo: rs.Bingo, Values: rs.Values, LetterMult: lm, WordMult: wm,
}
}
func movesOf(ms []scrabble.Move) []genMove {
out := make([]genMove, len(ms))
for i, m := range ms {
out[i] = genMove{Dir: int(m.Dir), Tiles: tilesOf(m.Tiles), Score: m.Score}
}
return out
}
func tilesOf(ps []scrabble.Placement) []genTile {
out := make([]genTile, len(ps))
for i, p := range ps {
out[i] = genTile{Row: p.Row, Col: p.Col, Letter: int(p.Letter), Blank: p.Blank}
}
return out
}
// emptyCase builds an empty-board case (Moves filled later by runCase).
func emptyCase(name string, r genRack, mode scrabble.Mode, ignoreCross bool) genCase {
return genCase{Name: name, Rack: r, Mode: int(mode), IgnoreCrossWords: ignoreCross}
}
// englishRack builds a rack from lowercase a-z letters (index = letter-'a').
func englishRack(letters string, blanks int) genRack {
idx := make([]int, 0, len(letters))
for _, ch := range letters {
idx = append(idx, int(ch-'a'))
}
return genRack{Letters: idx, Blanks: blanks}
}
// russianRack builds a rack from the Russian sample letters used above.
func russianRack(letters string, blanks int) genRack {
m := map[rune]int{'а': 0, 'д': 4, 'о': 15, 'р': 17, 'с': 18, 'я': 32}
idx := make([]int, 0, len([]rune(letters)))
for _, ch := range letters {
i, ok := m[ch]
if !ok {
log.Fatalf("movegen: russianRack: no index for %q", string(ch))
}
idx = append(idx, i)
}
return genRack{Letters: idx, Blanks: blanks}
}
// emitRulesets writes the per-variant static ruleset data (tile values, bag counts, blanks,
// bingo, rack size) the offline engine mirrors in ui/src/lib/localgame/ruleset.ts, so a TS
// parity test can pin that hand-copied table to the Go rulesets (scrabble-solver/rules).
func emitRulesets() {
type rsFix struct {
Size int `json:"size"`
RackSize int `json:"rackSize"`
Bingo int `json:"bingo"`
Blanks int `json:"blanks"`
Values []int `json:"values"`
Counts []int `json:"counts"`
Letters []string `json:"letters"`
}
out := map[string]rsFix{}
for _, v := range []struct {
name string
rs *rules.Ruleset
}{
{"scrabble_en", rules.English()},
{"scrabble_ru", rules.RussianScrabble()},
{"erudit_ru", rules.Erudit()},
} {
letters := make([]string, v.rs.Size())
for i := range letters {
ch, err := v.rs.Alphabet.Character(byte(i))
if err != nil {
log.Fatalf("movegen: %s letter %d: %v", v.name, i, err)
}
letters[i] = strings.ToUpper(ch)
}
out[v.name] = rsFix{Size: v.rs.Size(), RackSize: v.rs.RackSize, Bingo: v.rs.Bingo, Blanks: v.rs.Blanks, Values: v.rs.Values, Counts: v.rs.Counts, Letters: letters}
}
dir := filepath.Join("ui", "src", "lib", "localgame", "testdata")
if err := os.MkdirAll(dir, 0o755); err != nil {
log.Fatalf("movegen: mkdir %s: %v", dir, err)
}
writeJSON(filepath.Join(dir, "rulesets.json"), out)
log.Printf("movegen: wrote %s (3 variants)", filepath.Join(dir, "rulesets.json"))
}
func writeJSON(path string, v any) {
data, err := json.MarshalIndent(v, "", " ")
if err != nil {
log.Fatalf("movegen: marshal %s: %v", path, err)
}
if err := os.WriteFile(path, append(data, '\n'), 0o644); err != nil {
log.Fatalf("movegen: write %s: %v", path, err)
}
}
+123
View File
@@ -0,0 +1,123 @@
package engine
import (
"encoding/json"
"os"
"path/filepath"
"testing"
"gitea.iliadenisov.ru/developer/scrabble-solver/rules"
)
// The offline engine (ui/src/lib/localgame) reproduces the end-of-game rack settlement and the
// winner rule so a local game finishes with the same scores as the server. These golden fixtures
// pin the ported pure functions (applyEndAdjustment / winner / rackValue) to the real Go engine.
// Being in-package, this emitter constructs Game values directly and drives the unexported
// end-game math on chosen positions.
type endCaseIn struct {
Name string `json:"name"`
Variant string `json:"variant"`
Reason string `json:"reason"`
Hands [][]int `json:"hands"`
Scores []int `json:"scores"`
Resigned []bool `json:"resigned"`
ToMove int `json:"toMove"`
}
type endCaseOut struct {
endCaseIn
ScoresAfter []int `json:"scoresAfter"`
Winner int `json:"winner"`
}
func rulesetFor(variant string) *rules.Ruleset {
switch variant {
case "scrabble_ru":
return rules.RussianScrabble()
case "erudit_ru":
return rules.Erudit()
default:
return rules.English()
}
}
func reasonFor(s string) EndReason {
switch s {
case "out_of_tiles":
return EndOutOfTiles
case "scoreless":
return EndScoreless
case "resign":
return EndResign
case "aborted":
return EndAborted
}
return EndNotOver
}
func handsBytes(hands [][]int) [][]byte {
out := make([][]byte, len(hands))
for i, h := range hands {
b := make([]byte, len(h))
for j, x := range h {
b[j] = byte(x)
}
out[i] = b
}
return out
}
// TestEmitEndgameFixtures regenerates ui/src/lib/localgame/testdata/endgame.json. Gated by
// EMIT_ENGINE_FIXTURES. Regenerate with:
//
// EMIT_ENGINE_FIXTURES=1 go test ./backend/internal/engine -run TestEmitEndgameFixtures
func TestEmitEndgameFixtures(t *testing.T) {
if os.Getenv("EMIT_ENGINE_FIXTURES") == "" {
t.Skip("set EMIT_ENGINE_FIXTURES=1 to regenerate ui/src/lib/localgame/testdata/endgame.json")
}
cases := []endCaseIn{
{"out-basic", "scrabble_en", "out_of_tiles", [][]int{{}, {0, 1, 2}}, []int{50, 40}, []bool{false, false}, 0},
{"out-blank", "scrabble_en", "out_of_tiles", [][]int{{}, {255, 0}}, []int{30, 30}, []bool{false, false}, 0},
{"out-erudit-yo", "erudit_ru", "out_of_tiles", [][]int{{}, {6, 32}}, []int{10, 10}, []bool{false, false}, 0},
{"out-tie", "scrabble_en", "out_of_tiles", [][]int{{}, {}}, []int{30, 30}, []bool{false, false}, 0},
{"out-3p", "scrabble_ru", "out_of_tiles", [][]int{{}, {0, 1}, {2}}, []int{10, 10, 10}, []bool{false, false, false}, 0},
{"scoreless", "scrabble_en", "scoreless", [][]int{{0, 1}, {2, 3}}, []int{20, 20}, []bool{false, false}, 0},
{"resign-2p", "scrabble_en", "resign", [][]int{{}, {0}}, []int{100, 10}, []bool{true, false}, 1},
{"resign-3p", "scrabble_en", "resign", [][]int{{}, {}, {}}, []int{50, 60, 40}, []bool{false, true, false}, 0},
{"aborted", "scrabble_en", "aborted", [][]int{{0}, {1}}, []int{40, 30}, []bool{false, false}, 0},
}
out := make([]endCaseOut, 0, len(cases))
for _, c := range cases {
rs := rulesetFor(c.Variant)
scores := append([]int(nil), c.Scores...)
g := &Game{
rules: rs,
hands: handsBytes(c.Hands),
scores: scores,
resigned: c.Resigned,
toMove: c.ToMove,
}
reason := reasonFor(c.Reason)
g.over = true
g.reason = reason
g.applyEndAdjustment(reason)
out = append(out, endCaseOut{endCaseIn: c, ScoresAfter: g.scores, Winner: g.winner()})
}
dir := filepath.Join("..", "..", "..", "ui", "src", "lib", "localgame", "testdata")
if err := os.MkdirAll(dir, 0o755); err != nil {
t.Fatalf("mkdir %s: %v", dir, err)
}
data, err := json.MarshalIndent(map[string]any{"cases": out}, "", " ")
if err != nil {
t.Fatalf("marshal: %v", err)
}
path := filepath.Join(dir, "endgame.json")
if err := os.WriteFile(path, append(data, '\n'), 0o644); err != nil {
t.Fatalf("write %s: %v", path, err)
}
t.Logf("wrote %s (%d cases)", path, len(out))
}
+23
View File
@@ -69,6 +69,29 @@ func TestHintsRemaining(t *testing.T) {
}
}
func TestHintUnlockLeftSeconds(t *testing.T) {
now := time.Now()
// A gated vs_ai game on the caller's turn, the robot having moved 10 min ago (turn started then).
gated := Game{VsAI: true, ToMove: 0, MoveCount: 2, TurnStartedAt: now.Add(-10 * time.Minute)}
cases := []struct {
name string
g Game
seat int
want int
}{
{"non-vs_ai is open", Game{VsAI: false, ToMove: 0, MoveCount: 2, TurnStartedAt: now.Add(-10 * time.Minute)}, 0, 0},
{"not the caller's turn is open", gated, 1, 0},
{"human first move (no robot move) is open", Game{VsAI: true, ToMove: 0, MoveCount: 0, TurnStartedAt: now}, 0, 0},
{"robot moved 10 min ago leaves 20 min", gated, 0, 20 * 60},
{"robot moved past the window is open", Game{VsAI: true, ToMove: 0, MoveCount: 2, TurnStartedAt: now.Add(-40 * time.Minute)}, 0, 0},
}
for _, c := range cases {
if got := hintUnlockLeftSeconds(c.g, c.seat, now); got != c.want {
t.Errorf("%s: hintUnlockLeftSeconds = %d, want %d", c.name, got, c.want)
}
}
}
func TestAllowedTimeout(t *testing.T) {
if !allowedTimeout(24 * time.Hour) {
t.Error("24h must be allowed")
+47 -4
View File
@@ -1058,10 +1058,31 @@ func (svc *Service) MarkChangesApplied(ctx context.Context, variant engine.Varia
return svc.store.MarkChangesApplied(ctx, variant.String(), version)
}
// Hint reveals the top-scoring legal play for the requesting player on their
// turn, spending one hint from their per-game allowance and then their profile
// wallet. It returns ErrHintsDisabled, ErrNoHintsLeft or ErrNoHintAvailable as
// appropriate.
// hintIdleWindow is how long a vs_ai player must be stuck on a turn (since the robot's last move)
// before the idle hint unlocks. Mirrors the offline client (lib/hints HINT_GATE_MS = 30 min).
const hintIdleWindow = 30 * time.Minute
// hintUnlockLeftSeconds is the seconds until g's vs_ai idle hint unlocks for seat, measured from now:
// the robot's last move (the current turn's start, on the human's turn) plus the window, floored at
// 0 and ceiled to whole seconds. It is 0 for a non-vs_ai game, when it is not seat's turn, or on the
// human's first move (MoveCount 0, no robot move yet) — the gate is an anti-frustration aid, not a
// first-move tax. The client anchors a monotonic countdown to it, so a client clock cannot skew it.
func hintUnlockLeftSeconds(g Game, seat int, now time.Time) int {
if !g.VsAI || g.ToMove != seat || g.MoveCount < 1 {
return 0
}
left := g.TurnStartedAt.Add(hintIdleWindow).Sub(now)
if left <= 0 {
return 0
}
return int((left + time.Second - 1) / time.Second) // ceil to whole seconds (no math import)
}
// Hint reveals the top-scoring legal play for the requesting player on their turn. For a human game
// it spends one hint from the per-game allowance then the profile wallet (ErrHintsDisabled /
// ErrNoHintsLeft / ErrNoHintAvailable). For a vs_ai game the hint is unlimited and wallet-free but
// idle-gated from the server clock (ErrHintLocked until the window elapses) and counts toward no
// hint statistic.
func (svc *Service) Hint(ctx context.Context, gameID, accountID uuid.UUID) (HintResult, error) {
pre, err := svc.store.GetGame(ctx, gameID)
if err != nil {
@@ -1080,6 +1101,26 @@ func (svc *Service) Hint(ctx context.Context, gameID, accountID uuid.UUID) (Hint
if !pre.HintsAllowed {
return HintResult{}, ErrHintsDisabled
}
if pre.VsAI {
// vs_ai: unlimited and wallet-free, but idle-gated from the server clock — and counted toward
// no hint statistic. Enforce the gate (the client normally pre-gates from the view's
// HintUnlockLeftSeconds; this is the authoritative backstop), then serve the top move without
// touching the allowance, the wallet or hints_used.
if hintUnlockLeftSeconds(pre, seat, svc.clock()) > 0 {
return HintResult{}, ErrHintLocked
}
unlock := svc.locks.lock(gameID)
defer unlock()
g, err := svc.liveGame(ctx, pre)
if err != nil {
return HintResult{}, err
}
move, ok := g.HintView()
if !ok {
return HintResult{}, ErrNoHintAvailable
}
return HintResult{Move: move}, nil
}
acc, err := svc.accounts.GetByID(ctx, accountID)
if err != nil {
return HintResult{}, err
@@ -1208,6 +1249,8 @@ func (svc *Service) GameState(ctx context.Context, gameID, accountID uuid.UUID)
BagLen: g.BagLen(),
HintsRemaining: hintsRemaining(pre.HintsPerPlayer, pre.Seats[seat].HintsUsed, acc.HintBalance),
WalletBalance: acc.HintBalance,
// vs_ai idle-hint gate (seconds left; 0 for a human game / first move / not your turn).
HintUnlockLeftSeconds: hintUnlockLeftSeconds(pre, seat, svc.clock()),
}, nil
}
+9
View File
@@ -65,6 +65,10 @@ var (
ErrNoHintsLeft = errors.New("game: no hints remaining")
// ErrNoHintAvailable is returned when the player has no legal play to reveal.
ErrNoHintAvailable = errors.New("game: no legal move to suggest")
// ErrHintLocked is returned when a vs_ai game's idle hint is still gated (the player has not yet
// been stuck the idle window since the robot's last move). The client normally pre-gates from
// StateView.HintUnlockLeftSeconds, so this is the authoritative server-clock backstop.
ErrHintLocked = errors.New("game: hint is not available yet")
// ErrGameLimitReached is returned when an account already holds MaxActiveQuickGames
// simultaneous quick games and tries to create another game (quick or by invitation).
ErrGameLimitReached = errors.New("game: simultaneous game limit reached")
@@ -240,6 +244,11 @@ type StateView struct {
// WalletBalance is the player's global hint-wallet balance alone (HintsRemaining folds
// it in with the per-game allowance), so the client keeps the wallet live across games.
WalletBalance int
// HintUnlockLeftSeconds is, for a vs_ai game on the requesting player's turn, the seconds left
// until the idle hint unlocks (the robot's last move plus the idle window, from the server clock);
// 0 for the human's first move, when it is not their turn, or a non-vs_ai game. The vs_ai hint is
// unlimited and wallet-free; this idle gate replaces the allowance/wallet for it.
HintUnlockLeftSeconds int
}
// HistoryMove is one decoded journal row, independent of any dictionary.
+263
View File
@@ -0,0 +1,263 @@
//go:build integration
package inttest
import (
"context"
"database/sql"
"errors"
"testing"
"github.com/google/uuid"
"github.com/jackc/pgx/v5/pgconn"
"github.com/pressly/goose/v3"
testcontainers "github.com/testcontainers/testcontainers-go"
tcpostgres "github.com/testcontainers/testcontainers-go/modules/postgres"
"github.com/testcontainers/testcontainers-go/wait"
"scrabble/backend/internal/postgres"
"scrabble/backend/internal/postgres/migrations"
)
// isPgCode reports whether err is a PostgreSQL server error with the given
// SQLSTATE code.
func isPgCode(err error, code string) bool {
var pgErr *pgconn.PgError
return errors.As(err, &pgErr) && pgErr.Code == code
}
// TestPaymentsSchemaAndSeeds checks the payments schema, its role and the fixed
// seed rows are present after migration.
func TestPaymentsSchemaAndSeeds(t *testing.T) {
ctx := context.Background()
var atoms int
if err := testDB.QueryRowContext(ctx, "SELECT count(*) FROM payments.catalog_atom").Scan(&atoms); err != nil {
t.Fatalf("count catalog_atom: %v", err)
}
if atoms != 4 {
t.Errorf("catalog_atom rows = %d, want 4 (chips/hints/noads_days/tournament)", atoms)
}
var cfg int
if err := testDB.QueryRowContext(ctx, "SELECT count(*) FROM payments.config").Scan(&cfg); err != nil {
t.Fatalf("count config: %v", err)
}
if cfg != 1 {
t.Errorf("config rows = %d, want the single seeded row", cfg)
}
var roleExists bool
if err := testDB.QueryRowContext(ctx, "SELECT EXISTS(SELECT 1 FROM pg_roles WHERE rolname = 'payments')").Scan(&roleExists); err != nil {
t.Fatalf("check payments role: %v", err)
}
if !roleExists {
t.Error("payments role missing")
}
}
// TestPaymentsRoleConfinement proves the payments role is confined to its own
// schema: it can read payments.* but is denied on backend.*. The application
// itself connects as a superuser (which bypasses this), so this asserts the
// grants are correct as the stepping-stone to a real separate login; the runtime
// wall for the superuser pool is the import-boundary test in the payments package.
func TestPaymentsRoleConfinement(t *testing.T) {
ctx := context.Background()
tx, err := testDB.BeginTx(ctx, nil)
if err != nil {
t.Fatalf("begin tx: %v", err)
}
defer func() { _ = tx.Rollback() }()
if _, err := tx.ExecContext(ctx, "SET LOCAL ROLE payments"); err != nil {
t.Fatalf("SET LOCAL ROLE payments: %v", err)
}
// The payments role can read its own schema.
var n int
if err := tx.QueryRowContext(ctx, "SELECT count(*) FROM payments.config").Scan(&n); err != nil {
t.Errorf("payments role denied on payments.config (grants wrong): %v", err)
}
// The payments role must NOT reach the backend schema.
err = tx.QueryRowContext(ctx, "SELECT count(*) FROM backend.accounts").Scan(&n)
if err == nil {
t.Fatal("payments role could read backend.accounts — cross-schema isolation broken")
}
if !isPgCode(err, "42501") {
t.Errorf("reading backend.accounts as payments: got %v, want permission-denied (42501)", err)
}
}
// TestPaymentsLedgerAppendOnly verifies the append-only trigger rejects any
// UPDATE or DELETE on the ledger (a superuser is bound by the trigger, unlike a
// mere privilege REVOKE).
func TestPaymentsLedgerAppendOnly(t *testing.T) {
ctx := context.Background()
id := uuid.New()
if _, err := testDB.ExecContext(ctx,
`INSERT INTO payments.ledger (ledger_id, account_id, kind, chips_delta) VALUES ($1, $2, 'admin_grant', 0)`,
id, uuid.New()); err != nil {
t.Fatalf("insert ledger row: %v", err)
}
if _, err := testDB.ExecContext(ctx, `UPDATE payments.ledger SET chips_delta = 1 WHERE ledger_id = $1`, id); err == nil {
t.Error("UPDATE on payments.ledger succeeded — append-only violated")
} else if !isPgCode(err, "P0001") {
t.Errorf("UPDATE ledger: got %v, want the append-only exception (P0001)", err)
}
if _, err := testDB.ExecContext(ctx, `DELETE FROM payments.ledger WHERE ledger_id = $1`, id); err == nil {
t.Error("DELETE on payments.ledger succeeded — append-only violated")
} else if !isPgCode(err, "P0001") {
t.Errorf("DELETE ledger: got %v, want the append-only exception (P0001)", err)
}
}
// TestPaymentsCheckConstraints verifies the domain CHECKs bite: non-negative
// balances/hints/amount and the enum-like columns.
func TestPaymentsCheckConstraints(t *testing.T) {
ctx := context.Background()
prod := uuid.New()
if _, err := testDB.ExecContext(ctx, `INSERT INTO payments.product (product_id, title) VALUES ($1, 'test')`, prod); err != nil {
t.Fatalf("insert product: %v", err)
}
cases := []struct {
name string
sql string
args []any
}{
{"balances chips negative", `INSERT INTO payments.balances (account_id, source, chips) VALUES ($1, 'vk', -1)`, []any{uuid.New()}},
{"balances bad source", `INSERT INTO payments.balances (account_id, source, chips) VALUES ($1, 'nope', 0)`, []any{uuid.New()}},
{"benefits hints negative", `INSERT INTO payments.benefits (account_id, origin, hints) VALUES ($1, 'vk', -1)`, []any{uuid.New()}},
{"ledger bad kind", `INSERT INTO payments.ledger (ledger_id, account_id, kind) VALUES ($1, $2, 'bogus')`, []any{uuid.New(), uuid.New()}},
{"product_price amount negative", `INSERT INTO payments.product_price (product_id, method, currency, amount) VALUES ($1, 'direct', 'RUB', -1)`, []any{prod}},
{"product_price bad currency", `INSERT INTO payments.product_price (product_id, method, currency, amount) VALUES ($1, 'direct', 'EUR', 100)`, []any{prod}},
}
for _, c := range cases {
if _, err := testDB.ExecContext(ctx, c.sql, c.args...); err == nil {
t.Errorf("%s: insert succeeded, want a CHECK violation", c.name)
} else if !isPgCode(err, "23514") {
t.Errorf("%s: got %v, want check_violation (23514)", c.name, err)
}
}
}
// TestPaymentsLedgerIdempotencyIndex verifies the partial unique index makes a
// (provider, provider_payment_id) pair collide once but leaves NULL-keyed rows
// unconstrained.
func TestPaymentsLedgerIdempotencyIndex(t *testing.T) {
ctx := context.Background()
insert := func(ppid *string) error {
_, err := testDB.ExecContext(ctx,
`INSERT INTO payments.ledger (ledger_id, account_id, kind, provider, provider_payment_id) VALUES ($1, $2, 'fund', 'robokassa', $3)`,
uuid.New(), uuid.New(), ppid)
return err
}
ppid := "inv-" + uuid.NewString()
if err := insert(&ppid); err != nil {
t.Fatalf("first insert: %v", err)
}
if err := insert(&ppid); err == nil {
t.Error("duplicate (provider, provider_payment_id) inserted — idempotency index missing")
} else if !isPgCode(err, "23505") {
t.Errorf("duplicate insert: got %v, want unique_violation (23505)", err)
}
// A NULL provider_payment_id is outside the partial index — repeats allowed.
if err := insert(nil); err != nil {
t.Fatalf("first null-ppid insert: %v", err)
}
if err := insert(nil); err != nil {
t.Errorf("second null-ppid insert should be allowed by the partial index: %v", err)
}
}
// TestPaymentsMigrationReversible proves the migration is expand-contract: it
// applies, rolls fully back (schema, role, trigger and all), and re-applies
// cleanly — so a backend image rollback stays DB-safe. It uses its own container
// so the Down does not disturb the shared suite database.
func TestPaymentsMigrationReversible(t *testing.T) {
ctx := context.Background()
container, err := tcpostgres.Run(ctx, pgImage,
tcpostgres.WithDatabase(pgDatabase),
tcpostgres.WithUsername(pgUser),
tcpostgres.WithPassword(pgPassword),
testcontainers.WithWaitStrategy(
wait.ForLog("database system is ready to accept connections").
WithOccurrence(2).
WithStartupTimeout(containerStartup),
),
)
if err != nil {
t.Fatalf("start container: %v", err)
}
defer func() { _ = container.Terminate(context.Background()) }()
baseDSN, err := container.ConnectionString(ctx, "sslmode=disable")
if err != nil {
t.Fatalf("connection string: %v", err)
}
dsn, err := withSearchPath(baseDSN, pgSchema)
if err != nil {
t.Fatalf("search path: %v", err)
}
cfg := postgres.DefaultConfig()
cfg.DSN = dsn
db, err := postgres.Open(ctx, cfg)
if err != nil {
t.Fatalf("open pool: %v", err)
}
defer func() { _ = db.Close() }()
// Up: apply every migration, including the payments foundation.
if err := postgres.ApplyMigrations(ctx, db); err != nil {
t.Fatalf("apply up: %v", err)
}
if !schemaExists(ctx, t, db, "payments") {
t.Fatal("payments schema absent after up")
}
// Down the payments migration and assert a clean teardown.
goose.SetBaseFS(migrations.Migrations())
defer goose.SetBaseFS(nil)
if err := goose.SetDialect("postgres"); err != nil {
t.Fatalf("set dialect: %v", err)
}
if err := goose.DownToContext(ctx, db, ".", 9); err != nil {
t.Fatalf("down to 9: %v", err)
}
if schemaExists(ctx, t, db, "payments") {
t.Error("payments schema survived the down migration")
}
var roleExists bool
if err := db.QueryRowContext(ctx, "SELECT EXISTS(SELECT 1 FROM pg_roles WHERE rolname = 'payments')").Scan(&roleExists); err != nil {
t.Fatalf("check role after down: %v", err)
}
if roleExists {
t.Error("payments role survived the down migration")
}
// Re-apply and assert it comes back cleanly.
if err := goose.UpContext(ctx, db, "."); err != nil {
t.Fatalf("re-apply up: %v", err)
}
if !schemaExists(ctx, t, db, "payments") {
t.Fatal("payments schema absent after re-apply")
}
}
// schemaExists reports whether a schema of the given name is present.
func schemaExists(ctx context.Context, t *testing.T, db *sql.DB, name string) bool {
t.Helper()
var exists bool
if err := db.QueryRowContext(ctx,
"SELECT EXISTS(SELECT 1 FROM information_schema.schemata WHERE schema_name = $1)", name).Scan(&exists); err != nil {
t.Fatalf("check schema %s: %v", name, err)
}
return exists
}
@@ -0,0 +1,57 @@
package payments
import (
"go/parser"
"go/token"
"io/fs"
"path/filepath"
"runtime"
"strings"
"testing"
)
// TestPaymentsSchemaImportBoundary enforces that only this package reaches the
// payments jet code. The payments schema is isolated behind this domain; the
// application connects to Postgres as a superuser that bypasses the schema
// grants, so the runtime wall that keeps every other package out of payments.*
// is this import boundary, not the DB privileges. If another package imported
// the generated payments tables it could issue SQL against the schema directly,
// breaking the single-writer guarantee and the domain's extractability.
func TestPaymentsSchemaImportBoundary(t *testing.T) {
const jetPkg = "scrabble/backend/internal/postgres/jet/payments"
_, thisFile, _, ok := runtime.Caller(0)
if !ok {
t.Fatal("cannot resolve the test file path")
}
// thisFile = .../backend/internal/payments/boundary_test.go
backendRoot := filepath.Clean(filepath.Join(filepath.Dir(thisFile), "..", ".."))
allowedPrefix := filepath.Join(backendRoot, "internal", "payments") + string(filepath.Separator)
fset := token.NewFileSet()
walkErr := filepath.WalkDir(backendRoot, func(path string, d fs.DirEntry, err error) error {
if err != nil {
return err
}
if d.IsDir() || !strings.HasSuffix(path, ".go") {
return nil
}
file, perr := parser.ParseFile(fset, path, nil, parser.ImportsOnly)
if perr != nil {
return perr
}
for _, imp := range file.Imports {
p := strings.Trim(imp.Path.Value, `"`)
if p != jetPkg && !strings.HasPrefix(p, jetPkg+"/") {
continue
}
if !strings.HasPrefix(path, allowedPrefix) {
t.Errorf("%s imports %s — only internal/payments may reach the payments jet code", path, p)
}
}
return nil
})
if walkErr != nil {
t.Fatalf("walk backend tree: %v", walkErr)
}
}
+136
View File
@@ -0,0 +1,136 @@
package payments
import "testing"
func TestMoneyFromMinor(t *testing.T) {
m, err := MoneyFromMinor(14950, CurrencyRUB)
if err != nil {
t.Fatalf("MoneyFromMinor: %v", err)
}
if m.Minor() != 14950 || m.Currency() != CurrencyRUB {
t.Fatalf("got minor=%d currency=%s", m.Minor(), m.Currency())
}
if _, err := MoneyFromMinor(1, Currency("EUR")); err == nil {
t.Fatal("expected an error for an unknown currency")
}
}
func TestMoneyFromMajor(t *testing.T) {
cases := []struct {
major int64
cur Currency
minor int64
}{
{149, CurrencyRUB, 14900}, // roubles scale to kopecks
{250, CurrencyStar, 250}, // Stars are whole units
{7, CurrencyVote, 7},
{50, CurrencyChip, 50},
}
for _, c := range cases {
m, err := MoneyFromMajor(c.major, c.cur)
if err != nil {
t.Fatalf("MoneyFromMajor(%d,%s): %v", c.major, c.cur, err)
}
if m.Minor() != c.minor {
t.Errorf("MoneyFromMajor(%d,%s): minor=%d, want %d", c.major, c.cur, m.Minor(), c.minor)
}
}
if _, err := MoneyFromMajor(1<<62, CurrencyRUB); err == nil {
t.Fatal("expected an overflow error")
}
}
func TestParseMoneyExact(t *testing.T) {
cases := []struct {
text string
cur Currency
minor int64
}{
{"149.50", CurrencyRUB, 14950},
{"149", CurrencyRUB, 14900},
{"0.01", CurrencyRUB, 1},
{"0.10", CurrencyRUB, 10}, // 0.1 is inexact as a float; big.Rat keeps it exact
{"-5.00", CurrencyRUB, -500},
{"250", CurrencyStar, 250},
{"7", CurrencyVote, 7},
{"50", CurrencyChip, 50},
}
for _, c := range cases {
m, err := ParseMoney(c.text, c.cur)
if err != nil {
t.Fatalf("ParseMoney(%q,%s): %v", c.text, c.cur, err)
}
if m.Minor() != c.minor {
t.Errorf("ParseMoney(%q,%s): minor=%d, want %d", c.text, c.cur, m.Minor(), c.minor)
}
}
}
func TestParseMoneyRejectsFraction(t *testing.T) {
// A whole-unit currency (Vote/Star/chip) must never accept a fraction, and
// the rouble must never accept finer than a kopeck — the no-float gate.
bad := []struct {
text string
cur Currency
}{
{"250.5", CurrencyStar},
{"1.5", CurrencyChip},
{"7.01", CurrencyVote},
{"1.999", CurrencyRUB},
{"0.001", CurrencyRUB},
{"abc", CurrencyRUB},
{"12.34", Currency("EUR")}, // unknown currency
}
for _, c := range bad {
if m, err := ParseMoney(c.text, c.cur); err == nil {
t.Errorf("ParseMoney(%q,%s) = %d, want an error", c.text, c.cur, m.Minor())
}
}
}
func TestMoneyAddCmp(t *testing.T) {
a, _ := MoneyFromMinor(14900, CurrencyRUB)
b, _ := MoneyFromMinor(50, CurrencyRUB)
sum, err := a.Add(b)
if err != nil || sum.Minor() != 14950 {
t.Fatalf("Add: minor=%d err=%v", sum.Minor(), err)
}
if c, err := a.Cmp(b); err != nil || c != 1 {
t.Fatalf("Cmp a>b: got %d err=%v", c, err)
}
if c, err := b.Cmp(a); err != nil || c != -1 {
t.Fatalf("Cmp b<a: got %d err=%v", c, err)
}
if c, err := a.Cmp(a); err != nil || c != 0 {
t.Fatalf("Cmp a==a: got %d err=%v", c, err)
}
// Cross-currency arithmetic is refused, not silently coerced.
star, _ := MoneyFromMinor(1, CurrencyStar)
if _, err := a.Add(star); err == nil {
t.Error("Add across currencies: expected an error")
}
if _, err := a.Cmp(star); err == nil {
t.Error("Cmp across currencies: expected an error")
}
}
func TestMoneyString(t *testing.T) {
cases := []struct {
minor int64
cur Currency
want string
}{
{14900, CurrencyRUB, "149.00 RUB"},
{14950, CurrencyRUB, "149.50 RUB"},
{1, CurrencyRUB, "0.01 RUB"},
{-500, CurrencyRUB, "-5.00 RUB"},
{250, CurrencyStar, "250 XTR"},
{5, CurrencyChip, "5 CHIP"},
}
for _, c := range cases {
m, _ := MoneyFromMinor(c.minor, c.cur)
if got := m.String(); got != c.want {
t.Errorf("Money{%d,%s}.String() = %q, want %q", c.minor, c.cur, got, c.want)
}
}
}
+171
View File
@@ -0,0 +1,171 @@
// Package payments is the in-game currency, wallet, benefit and catalog domain.
//
// It owns its own Postgres schema (payments) and is the only backend package
// that issues SQL against it — an import-boundary test forbids any other package
// from importing the payments jet code, which keeps the domain extractable into
// its own database or process later. There is no cross-schema foreign key to the
// account schema: an account id is a plain uuid here, kept referentially honest
// in code.
//
// Money is carried exclusively by [Money] — an exact integer amount in a
// currency's minor units — so no floating-point value ever reaches a monetary
// amount, and a whole-unit currency (Vote, Star, chip) can never hold a
// fraction. This file is the data-foundation layer: the currency value type; the
// wallet mechanics build on the schema and this package later.
package payments
import (
"fmt"
"math/big"
)
// Currency identifies the unit a monetary amount is denominated in.
type Currency string
const (
// CurrencyRUB is the Russian rouble; its minor unit is the kopeck (1/100).
CurrencyRUB Currency = "RUB"
// CurrencyVote is the VK Vote — a whole unit with no sub-unit.
CurrencyVote Currency = "VOTE"
// CurrencyStar is the Telegram Star (XTR) — a whole unit with no sub-unit.
CurrencyStar Currency = "XTR"
// CurrencyChip is the in-game chip, the unit a value's price is quoted in —
// a whole unit with no sub-unit.
CurrencyChip Currency = "CHIP"
)
// minorPerUnit reports how many minor units make one major unit of the currency.
// Every currency except the rouble is a whole-unit currency (scale 1), so an
// amount in it structurally cannot carry a fraction.
func (c Currency) minorPerUnit() int64 {
if c == CurrencyRUB {
return 100
}
return 1
}
// Valid reports whether the currency is one of the known units.
func (c Currency) Valid() bool {
switch c {
case CurrencyRUB, CurrencyVote, CurrencyStar, CurrencyChip:
return true
default:
return false
}
}
// Money is an exact monetary amount: a signed integer count of a currency's
// minor units (rouble kopecks; Vote/Star/chip whole units). It is the sole
// carrier of money in the payments domain — construction, arithmetic and
// formatting all go through it, so no float ever reaches an amount and a
// whole-unit currency can never hold a fraction. The zero value has an empty,
// invalid currency; build a value with [MoneyFromMinor], [MoneyFromMajor] or
// [ParseMoney].
type Money struct {
minor int64
currency Currency
}
// MoneyFromMinor builds a Money from a raw count of the currency's minor units
// (kopecks for the rouble, whole units otherwise). It errors on an unknown
// currency.
func MoneyFromMinor(minor int64, c Currency) (Money, error) {
if !c.Valid() {
return Money{}, fmt.Errorf("payments: unknown currency %q", c)
}
return Money{minor: minor, currency: c}, nil
}
// MoneyFromMajor builds a Money from a whole number of major units (roubles,
// Votes, Stars, chips). It errors on an unknown currency or on overflow.
func MoneyFromMajor(major int64, c Currency) (Money, error) {
if !c.Valid() {
return Money{}, fmt.Errorf("payments: unknown currency %q", c)
}
scaled := new(big.Int).Mul(big.NewInt(major), big.NewInt(c.minorPerUnit()))
if !scaled.IsInt64() {
return Money{}, fmt.Errorf("payments: %d %s overflows", major, c)
}
return Money{minor: scaled.Int64(), currency: c}, nil
}
// ParseMoney parses a decimal amount (e.g. "149.50", "250") in the currency,
// exactly and without floating point (via math/big). It rejects a value with
// finer precision than the currency allows — in particular, any fractional part
// for a whole-unit currency — which is the gate that keeps a fraction out of an
// integer currency.
func ParseMoney(text string, c Currency) (Money, error) {
if !c.Valid() {
return Money{}, fmt.Errorf("payments: unknown currency %q", c)
}
r, ok := new(big.Rat).SetString(text)
if !ok {
return Money{}, fmt.Errorf("payments: %q is not a valid amount", text)
}
scaled := new(big.Rat).Mul(r, new(big.Rat).SetInt64(c.minorPerUnit()))
if !scaled.IsInt() {
return Money{}, fmt.Errorf("payments: %q has finer precision than %s allows", text, c)
}
num := scaled.Num() // the denominator is 1 once scaled to an integer
if !num.IsInt64() {
return Money{}, fmt.Errorf("payments: %q overflows %s", text, c)
}
return Money{minor: num.Int64(), currency: c}, nil
}
// Minor returns the amount as a count of the currency's minor units — the value
// persisted to an amount column.
func (m Money) Minor() int64 { return m.minor }
// Currency returns the amount's currency.
func (m Money) Currency() Currency { return m.currency }
// IsZero reports whether the amount is zero.
func (m Money) IsZero() bool { return m.minor == 0 }
// Add returns the sum of the two amounts. It errors when the currencies differ.
func (m Money) Add(o Money) (Money, error) {
if m.currency != o.currency {
return Money{}, fmt.Errorf("payments: cannot add %s to %s", o.currency, m.currency)
}
return Money{minor: m.minor + o.minor, currency: m.currency}, nil
}
// Cmp compares the two amounts, returning -1, 0 or +1. It errors when the
// currencies differ.
func (m Money) Cmp(o Money) (int, error) {
if m.currency != o.currency {
return 0, fmt.Errorf("payments: cannot compare %s to %s", o.currency, m.currency)
}
switch {
case m.minor < o.minor:
return -1, nil
case m.minor > o.minor:
return 1, nil
default:
return 0, nil
}
}
// String renders the amount as "<value> <currency>", with the currency's
// fractional digits and no floating point (e.g. "149.50 RUB", "250 XTR").
func (m Money) String() string {
scale := m.currency.minorPerUnit()
if scale == 1 {
return fmt.Sprintf("%d %s", m.minor, m.currency)
}
neg := m.minor < 0
abs := m.minor
if neg {
abs = -abs
}
width := 0
for s := scale; s > 1; s /= 10 {
width++
}
sign := ""
if neg {
sign = "-"
}
return fmt.Sprintf("%s%d.%0*d %s", sign, abs/scale, width, abs%scale, m.currency)
}
+17
View File
@@ -0,0 +1,17 @@
package payments
import "context"
// Service is the payments domain's application layer — the narrow surface other
// domains depend on, keeping the schema reachable through one seam. The
// data-foundation layer exposes only a health check; the wallet, benefit and
// store-compliance operations arrive with the currency mechanics.
type Service struct {
store *Store
}
// NewService constructs a Service over store.
func NewService(store *Store) *Service { return &Service{store: store} }
// Ping reports whether the payments schema is reachable.
func (s *Service) Ping(ctx context.Context) error { return s.store.Ping(ctx) }
+37
View File
@@ -0,0 +1,37 @@
package payments
import (
"context"
"database/sql"
"fmt"
"github.com/go-jet/jet/v2/postgres"
"scrabble/backend/internal/postgres/jet/payments/model"
"scrabble/backend/internal/postgres/jet/payments/table"
)
// Store is the Postgres-backed query surface for the payments schema. It is the
// only place in the backend that issues SQL against payments.* (an
// import-boundary test enforces it), so the domain stays extractable into its
// own database.
type Store struct {
db *sql.DB
}
// NewStore constructs a Store wrapping db.
func NewStore(db *sql.DB) *Store { return &Store{db: db} }
// Ping verifies the payments schema is reachable by reading the singleton config
// row. It is the data-foundation health check; the wallet query surface arrives
// with the currency mechanics.
func (s *Store) Ping(ctx context.Context) error {
var row model.Config
if err := postgres.SELECT(table.Config.AllColumns).
FROM(table.Config).
LIMIT(1).
QueryContext(ctx, s.db, &row); err != nil {
return fmt.Errorf("payments: ping: %w", err)
}
return nil
}
@@ -27,4 +27,6 @@ type FeedbackMessages struct {
ReplyReadAt *time.Time
CreatedAt time.Time
Lang *string
AppVersion *string
BrowserTz *string
}
@@ -0,0 +1,23 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package model
import (
"github.com/google/uuid"
"time"
)
type RobotBlocks struct {
ID uuid.UUID `sql:"primary_key"`
BlockerID uuid.UUID
GameID uuid.UUID
Seat int16
RobotID uuid.UUID
DisplayName string
CreatedAt time.Time
}
@@ -0,0 +1,23 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package model
import (
"github.com/google/uuid"
"time"
)
type RobotFriendRequests struct {
ID uuid.UUID `sql:"primary_key"`
RequesterID uuid.UUID
GameID uuid.UUID
Seat int16
RobotID uuid.UUID
DisplayName string
CreatedAt time.Time
}
@@ -31,6 +31,8 @@ type feedbackMessagesTable struct {
ReplyReadAt postgres.ColumnTimestampz
CreatedAt postgres.ColumnTimestampz
Lang postgres.ColumnString
AppVersion postgres.ColumnString
BrowserTz postgres.ColumnString
AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList
@@ -86,8 +88,10 @@ func newFeedbackMessagesTableImpl(schemaName, tableName, alias string) feedbackM
ReplyReadAtColumn = postgres.TimestampzColumn("reply_read_at")
CreatedAtColumn = postgres.TimestampzColumn("created_at")
LangColumn = postgres.StringColumn("lang")
allColumns = postgres.ColumnList{MessageIDColumn, AccountIDColumn, BodyColumn, AttachmentColumn, AttachmentNameColumn, SenderIPColumn, ChannelColumn, ReadAtColumn, ArchivedAtColumn, ReplyBodyColumn, RepliedAtColumn, ReplyReadAtColumn, CreatedAtColumn, LangColumn}
mutableColumns = postgres.ColumnList{AccountIDColumn, BodyColumn, AttachmentColumn, AttachmentNameColumn, SenderIPColumn, ChannelColumn, ReadAtColumn, ArchivedAtColumn, ReplyBodyColumn, RepliedAtColumn, ReplyReadAtColumn, CreatedAtColumn, LangColumn}
AppVersionColumn = postgres.StringColumn("app_version")
BrowserTzColumn = postgres.StringColumn("browser_tz")
allColumns = postgres.ColumnList{MessageIDColumn, AccountIDColumn, BodyColumn, AttachmentColumn, AttachmentNameColumn, SenderIPColumn, ChannelColumn, ReadAtColumn, ArchivedAtColumn, ReplyBodyColumn, RepliedAtColumn, ReplyReadAtColumn, CreatedAtColumn, LangColumn, AppVersionColumn, BrowserTzColumn}
mutableColumns = postgres.ColumnList{AccountIDColumn, BodyColumn, AttachmentColumn, AttachmentNameColumn, SenderIPColumn, ChannelColumn, ReadAtColumn, ArchivedAtColumn, ReplyBodyColumn, RepliedAtColumn, ReplyReadAtColumn, CreatedAtColumn, LangColumn, AppVersionColumn, BrowserTzColumn}
defaultColumns = postgres.ColumnList{CreatedAtColumn}
)
@@ -109,6 +113,8 @@ func newFeedbackMessagesTableImpl(schemaName, tableName, alias string) feedbackM
ReplyReadAt: ReplyReadAtColumn,
CreatedAt: CreatedAtColumn,
Lang: LangColumn,
AppVersion: AppVersionColumn,
BrowserTz: BrowserTzColumn,
AllColumns: allColumns,
MutableColumns: mutableColumns,
@@ -0,0 +1,96 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package table
import (
"github.com/go-jet/jet/v2/postgres"
)
var RobotBlocks = newRobotBlocksTable("backend", "robot_blocks", "")
type robotBlocksTable struct {
postgres.Table
// Columns
ID postgres.ColumnString
BlockerID postgres.ColumnString
GameID postgres.ColumnString
Seat postgres.ColumnInteger
RobotID postgres.ColumnString
DisplayName postgres.ColumnString
CreatedAt postgres.ColumnTimestampz
AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList
DefaultColumns postgres.ColumnList
}
type RobotBlocksTable struct {
robotBlocksTable
EXCLUDED robotBlocksTable
}
// AS creates new RobotBlocksTable with assigned alias
func (a RobotBlocksTable) AS(alias string) *RobotBlocksTable {
return newRobotBlocksTable(a.SchemaName(), a.TableName(), alias)
}
// Schema creates new RobotBlocksTable with assigned schema name
func (a RobotBlocksTable) FromSchema(schemaName string) *RobotBlocksTable {
return newRobotBlocksTable(schemaName, a.TableName(), a.Alias())
}
// WithPrefix creates new RobotBlocksTable with assigned table prefix
func (a RobotBlocksTable) WithPrefix(prefix string) *RobotBlocksTable {
return newRobotBlocksTable(a.SchemaName(), prefix+a.TableName(), a.TableName())
}
// WithSuffix creates new RobotBlocksTable with assigned table suffix
func (a RobotBlocksTable) WithSuffix(suffix string) *RobotBlocksTable {
return newRobotBlocksTable(a.SchemaName(), a.TableName()+suffix, a.TableName())
}
func newRobotBlocksTable(schemaName, tableName, alias string) *RobotBlocksTable {
return &RobotBlocksTable{
robotBlocksTable: newRobotBlocksTableImpl(schemaName, tableName, alias),
EXCLUDED: newRobotBlocksTableImpl("", "excluded", ""),
}
}
func newRobotBlocksTableImpl(schemaName, tableName, alias string) robotBlocksTable {
var (
IDColumn = postgres.StringColumn("id")
BlockerIDColumn = postgres.StringColumn("blocker_id")
GameIDColumn = postgres.StringColumn("game_id")
SeatColumn = postgres.IntegerColumn("seat")
RobotIDColumn = postgres.StringColumn("robot_id")
DisplayNameColumn = postgres.StringColumn("display_name")
CreatedAtColumn = postgres.TimestampzColumn("created_at")
allColumns = postgres.ColumnList{IDColumn, BlockerIDColumn, GameIDColumn, SeatColumn, RobotIDColumn, DisplayNameColumn, CreatedAtColumn}
mutableColumns = postgres.ColumnList{BlockerIDColumn, GameIDColumn, SeatColumn, RobotIDColumn, DisplayNameColumn, CreatedAtColumn}
defaultColumns = postgres.ColumnList{CreatedAtColumn}
)
return robotBlocksTable{
Table: postgres.NewTable(schemaName, tableName, alias, allColumns...),
//Columns
ID: IDColumn,
BlockerID: BlockerIDColumn,
GameID: GameIDColumn,
Seat: SeatColumn,
RobotID: RobotIDColumn,
DisplayName: DisplayNameColumn,
CreatedAt: CreatedAtColumn,
AllColumns: allColumns,
MutableColumns: mutableColumns,
DefaultColumns: defaultColumns,
}
}
@@ -0,0 +1,96 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package table
import (
"github.com/go-jet/jet/v2/postgres"
)
var RobotFriendRequests = newRobotFriendRequestsTable("backend", "robot_friend_requests", "")
type robotFriendRequestsTable struct {
postgres.Table
// Columns
ID postgres.ColumnString
RequesterID postgres.ColumnString
GameID postgres.ColumnString
Seat postgres.ColumnInteger
RobotID postgres.ColumnString
DisplayName postgres.ColumnString
CreatedAt postgres.ColumnTimestampz
AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList
DefaultColumns postgres.ColumnList
}
type RobotFriendRequestsTable struct {
robotFriendRequestsTable
EXCLUDED robotFriendRequestsTable
}
// AS creates new RobotFriendRequestsTable with assigned alias
func (a RobotFriendRequestsTable) AS(alias string) *RobotFriendRequestsTable {
return newRobotFriendRequestsTable(a.SchemaName(), a.TableName(), alias)
}
// Schema creates new RobotFriendRequestsTable with assigned schema name
func (a RobotFriendRequestsTable) FromSchema(schemaName string) *RobotFriendRequestsTable {
return newRobotFriendRequestsTable(schemaName, a.TableName(), a.Alias())
}
// WithPrefix creates new RobotFriendRequestsTable with assigned table prefix
func (a RobotFriendRequestsTable) WithPrefix(prefix string) *RobotFriendRequestsTable {
return newRobotFriendRequestsTable(a.SchemaName(), prefix+a.TableName(), a.TableName())
}
// WithSuffix creates new RobotFriendRequestsTable with assigned table suffix
func (a RobotFriendRequestsTable) WithSuffix(suffix string) *RobotFriendRequestsTable {
return newRobotFriendRequestsTable(a.SchemaName(), a.TableName()+suffix, a.TableName())
}
func newRobotFriendRequestsTable(schemaName, tableName, alias string) *RobotFriendRequestsTable {
return &RobotFriendRequestsTable{
robotFriendRequestsTable: newRobotFriendRequestsTableImpl(schemaName, tableName, alias),
EXCLUDED: newRobotFriendRequestsTableImpl("", "excluded", ""),
}
}
func newRobotFriendRequestsTableImpl(schemaName, tableName, alias string) robotFriendRequestsTable {
var (
IDColumn = postgres.StringColumn("id")
RequesterIDColumn = postgres.StringColumn("requester_id")
GameIDColumn = postgres.StringColumn("game_id")
SeatColumn = postgres.IntegerColumn("seat")
RobotIDColumn = postgres.StringColumn("robot_id")
DisplayNameColumn = postgres.StringColumn("display_name")
CreatedAtColumn = postgres.TimestampzColumn("created_at")
allColumns = postgres.ColumnList{IDColumn, RequesterIDColumn, GameIDColumn, SeatColumn, RobotIDColumn, DisplayNameColumn, CreatedAtColumn}
mutableColumns = postgres.ColumnList{RequesterIDColumn, GameIDColumn, SeatColumn, RobotIDColumn, DisplayNameColumn, CreatedAtColumn}
defaultColumns = postgres.ColumnList{CreatedAtColumn}
)
return robotFriendRequestsTable{
Table: postgres.NewTable(schemaName, tableName, alias, allColumns...),
//Columns
ID: IDColumn,
RequesterID: RequesterIDColumn,
GameID: GameIDColumn,
Seat: SeatColumn,
RobotID: RobotIDColumn,
DisplayName: DisplayNameColumn,
CreatedAt: CreatedAtColumn,
AllColumns: allColumns,
MutableColumns: mutableColumns,
DefaultColumns: defaultColumns,
}
}
@@ -10,6 +10,7 @@ package table
// UseSchema sets a new schema name for all generated table SQL builder types. It is recommended to invoke
// this method only once at the beginning of the program.
func UseSchema(schema string) {
AccountBestMove = AccountBestMove.FromSchema(schema)
AccountRoles = AccountRoles.FromSchema(schema)
AccountStats = AccountStats.FromSchema(schema)
AccountSuspensions = AccountSuspensions.FromSchema(schema)
@@ -35,6 +36,8 @@ func UseSchema(schema string) {
Games = Games.FromSchema(schema)
Identities = Identities.FromSchema(schema)
RetainedIdentities = RetainedIdentities.FromSchema(schema)
RobotBlocks = RobotBlocks.FromSchema(schema)
RobotFriendRequests = RobotFriendRequests.FromSchema(schema)
Sessions = Sessions.FromSchema(schema)
SuspensionReasons = SuspensionReasons.FromSchema(schema)
}
@@ -0,0 +1,20 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package model
import (
"github.com/google/uuid"
"time"
)
type Balances struct {
AccountID uuid.UUID `sql:"primary_key"`
Source string `sql:"primary_key"`
Chips int32
UpdatedAt time.Time
}
@@ -0,0 +1,22 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package model
import (
"github.com/google/uuid"
"time"
)
type Benefits struct {
AccountID uuid.UUID `sql:"primary_key"`
Origin string `sql:"primary_key"`
AdsPaidUntil *time.Time
AdsForever bool
Hints int32
UpdatedAt time.Time
}
@@ -0,0 +1,12 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package model
type CatalogAtom struct {
AtomType string `sql:"primary_key"`
}
@@ -0,0 +1,17 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package model
type Config struct {
OnlyRow bool `sql:"primary_key"`
RewardedPayoutChips int32
CooldownGlobalSeconds int32
CooldownVsAiSeconds int32
CooldownHintSeconds int32
OrderTTLSeconds int32
}
@@ -0,0 +1,28 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package model
import (
"github.com/google/uuid"
"time"
)
type Ledger struct {
LedgerID uuid.UUID `sql:"primary_key"`
AccountID uuid.UUID
Kind string
Source *string
Origin *string
ChipsDelta int32
ProductID *uuid.UUID
OrderID *uuid.UUID
Provider *string
ProviderPaymentID *string
Snapshot *string
CreatedAt time.Time
}
@@ -0,0 +1,28 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package model
import (
"github.com/google/uuid"
"time"
)
type Orders struct {
OrderID uuid.UUID `sql:"primary_key"`
AccountID uuid.UUID
Platform string
ProductID uuid.UUID
ExpectedAmount int64
Currency string
Origin string
Status string
Provider *string
ProviderPaymentID *string
CreatedAt time.Time
UpdatedAt time.Time
}
@@ -0,0 +1,23 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package model
import (
"github.com/google/uuid"
"time"
)
type PaymentEvents struct {
EventID uuid.UUID `sql:"primary_key"`
AccountID uuid.UUID
OrderID *uuid.UUID
Type string
Payload *string
CreatedAt time.Time
DispatchedAt *time.Time
}
@@ -0,0 +1,21 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package model
import (
"github.com/google/uuid"
"time"
)
type Product struct {
ProductID uuid.UUID `sql:"primary_key"`
Title string
Active bool
CreatedAt time.Time
UpdatedAt time.Time
}
@@ -0,0 +1,18 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package model
import (
"github.com/google/uuid"
)
type ProductItem struct {
ProductID uuid.UUID `sql:"primary_key"`
AtomType string `sql:"primary_key"`
Quantity int32
}
@@ -0,0 +1,19 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package model
import (
"github.com/google/uuid"
)
type ProductPrice struct {
ProductID uuid.UUID
Method *string
Currency string
Amount int64
}
@@ -0,0 +1,87 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package table
import (
"github.com/go-jet/jet/v2/postgres"
)
var Balances = newBalancesTable("payments", "balances", "")
type balancesTable struct {
postgres.Table
// Columns
AccountID postgres.ColumnString
Source postgres.ColumnString
Chips postgres.ColumnInteger
UpdatedAt postgres.ColumnTimestampz
AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList
DefaultColumns postgres.ColumnList
}
type BalancesTable struct {
balancesTable
EXCLUDED balancesTable
}
// AS creates new BalancesTable with assigned alias
func (a BalancesTable) AS(alias string) *BalancesTable {
return newBalancesTable(a.SchemaName(), a.TableName(), alias)
}
// Schema creates new BalancesTable with assigned schema name
func (a BalancesTable) FromSchema(schemaName string) *BalancesTable {
return newBalancesTable(schemaName, a.TableName(), a.Alias())
}
// WithPrefix creates new BalancesTable with assigned table prefix
func (a BalancesTable) WithPrefix(prefix string) *BalancesTable {
return newBalancesTable(a.SchemaName(), prefix+a.TableName(), a.TableName())
}
// WithSuffix creates new BalancesTable with assigned table suffix
func (a BalancesTable) WithSuffix(suffix string) *BalancesTable {
return newBalancesTable(a.SchemaName(), a.TableName()+suffix, a.TableName())
}
func newBalancesTable(schemaName, tableName, alias string) *BalancesTable {
return &BalancesTable{
balancesTable: newBalancesTableImpl(schemaName, tableName, alias),
EXCLUDED: newBalancesTableImpl("", "excluded", ""),
}
}
func newBalancesTableImpl(schemaName, tableName, alias string) balancesTable {
var (
AccountIDColumn = postgres.StringColumn("account_id")
SourceColumn = postgres.StringColumn("source")
ChipsColumn = postgres.IntegerColumn("chips")
UpdatedAtColumn = postgres.TimestampzColumn("updated_at")
allColumns = postgres.ColumnList{AccountIDColumn, SourceColumn, ChipsColumn, UpdatedAtColumn}
mutableColumns = postgres.ColumnList{ChipsColumn, UpdatedAtColumn}
defaultColumns = postgres.ColumnList{ChipsColumn, UpdatedAtColumn}
)
return balancesTable{
Table: postgres.NewTable(schemaName, tableName, alias, allColumns...),
//Columns
AccountID: AccountIDColumn,
Source: SourceColumn,
Chips: ChipsColumn,
UpdatedAt: UpdatedAtColumn,
AllColumns: allColumns,
MutableColumns: mutableColumns,
DefaultColumns: defaultColumns,
}
}
@@ -0,0 +1,93 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package table
import (
"github.com/go-jet/jet/v2/postgres"
)
var Benefits = newBenefitsTable("payments", "benefits", "")
type benefitsTable struct {
postgres.Table
// Columns
AccountID postgres.ColumnString
Origin postgres.ColumnString
AdsPaidUntil postgres.ColumnTimestampz
AdsForever postgres.ColumnBool
Hints postgres.ColumnInteger
UpdatedAt postgres.ColumnTimestampz
AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList
DefaultColumns postgres.ColumnList
}
type BenefitsTable struct {
benefitsTable
EXCLUDED benefitsTable
}
// AS creates new BenefitsTable with assigned alias
func (a BenefitsTable) AS(alias string) *BenefitsTable {
return newBenefitsTable(a.SchemaName(), a.TableName(), alias)
}
// Schema creates new BenefitsTable with assigned schema name
func (a BenefitsTable) FromSchema(schemaName string) *BenefitsTable {
return newBenefitsTable(schemaName, a.TableName(), a.Alias())
}
// WithPrefix creates new BenefitsTable with assigned table prefix
func (a BenefitsTable) WithPrefix(prefix string) *BenefitsTable {
return newBenefitsTable(a.SchemaName(), prefix+a.TableName(), a.TableName())
}
// WithSuffix creates new BenefitsTable with assigned table suffix
func (a BenefitsTable) WithSuffix(suffix string) *BenefitsTable {
return newBenefitsTable(a.SchemaName(), a.TableName()+suffix, a.TableName())
}
func newBenefitsTable(schemaName, tableName, alias string) *BenefitsTable {
return &BenefitsTable{
benefitsTable: newBenefitsTableImpl(schemaName, tableName, alias),
EXCLUDED: newBenefitsTableImpl("", "excluded", ""),
}
}
func newBenefitsTableImpl(schemaName, tableName, alias string) benefitsTable {
var (
AccountIDColumn = postgres.StringColumn("account_id")
OriginColumn = postgres.StringColumn("origin")
AdsPaidUntilColumn = postgres.TimestampzColumn("ads_paid_until")
AdsForeverColumn = postgres.BoolColumn("ads_forever")
HintsColumn = postgres.IntegerColumn("hints")
UpdatedAtColumn = postgres.TimestampzColumn("updated_at")
allColumns = postgres.ColumnList{AccountIDColumn, OriginColumn, AdsPaidUntilColumn, AdsForeverColumn, HintsColumn, UpdatedAtColumn}
mutableColumns = postgres.ColumnList{AdsPaidUntilColumn, AdsForeverColumn, HintsColumn, UpdatedAtColumn}
defaultColumns = postgres.ColumnList{AdsForeverColumn, HintsColumn, UpdatedAtColumn}
)
return benefitsTable{
Table: postgres.NewTable(schemaName, tableName, alias, allColumns...),
//Columns
AccountID: AccountIDColumn,
Origin: OriginColumn,
AdsPaidUntil: AdsPaidUntilColumn,
AdsForever: AdsForeverColumn,
Hints: HintsColumn,
UpdatedAt: UpdatedAtColumn,
AllColumns: allColumns,
MutableColumns: mutableColumns,
DefaultColumns: defaultColumns,
}
}
@@ -0,0 +1,78 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package table
import (
"github.com/go-jet/jet/v2/postgres"
)
var CatalogAtom = newCatalogAtomTable("payments", "catalog_atom", "")
type catalogAtomTable struct {
postgres.Table
// Columns
AtomType postgres.ColumnString
AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList
DefaultColumns postgres.ColumnList
}
type CatalogAtomTable struct {
catalogAtomTable
EXCLUDED catalogAtomTable
}
// AS creates new CatalogAtomTable with assigned alias
func (a CatalogAtomTable) AS(alias string) *CatalogAtomTable {
return newCatalogAtomTable(a.SchemaName(), a.TableName(), alias)
}
// Schema creates new CatalogAtomTable with assigned schema name
func (a CatalogAtomTable) FromSchema(schemaName string) *CatalogAtomTable {
return newCatalogAtomTable(schemaName, a.TableName(), a.Alias())
}
// WithPrefix creates new CatalogAtomTable with assigned table prefix
func (a CatalogAtomTable) WithPrefix(prefix string) *CatalogAtomTable {
return newCatalogAtomTable(a.SchemaName(), prefix+a.TableName(), a.TableName())
}
// WithSuffix creates new CatalogAtomTable with assigned table suffix
func (a CatalogAtomTable) WithSuffix(suffix string) *CatalogAtomTable {
return newCatalogAtomTable(a.SchemaName(), a.TableName()+suffix, a.TableName())
}
func newCatalogAtomTable(schemaName, tableName, alias string) *CatalogAtomTable {
return &CatalogAtomTable{
catalogAtomTable: newCatalogAtomTableImpl(schemaName, tableName, alias),
EXCLUDED: newCatalogAtomTableImpl("", "excluded", ""),
}
}
func newCatalogAtomTableImpl(schemaName, tableName, alias string) catalogAtomTable {
var (
AtomTypeColumn = postgres.StringColumn("atom_type")
allColumns = postgres.ColumnList{AtomTypeColumn}
mutableColumns = postgres.ColumnList{}
defaultColumns = postgres.ColumnList{}
)
return catalogAtomTable{
Table: postgres.NewTable(schemaName, tableName, alias, allColumns...),
//Columns
AtomType: AtomTypeColumn,
AllColumns: allColumns,
MutableColumns: mutableColumns,
DefaultColumns: defaultColumns,
}
}
@@ -0,0 +1,93 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package table
import (
"github.com/go-jet/jet/v2/postgres"
)
var Config = newConfigTable("payments", "config", "")
type configTable struct {
postgres.Table
// Columns
OnlyRow postgres.ColumnBool
RewardedPayoutChips postgres.ColumnInteger
CooldownGlobalSeconds postgres.ColumnInteger
CooldownVsAiSeconds postgres.ColumnInteger
CooldownHintSeconds postgres.ColumnInteger
OrderTTLSeconds postgres.ColumnInteger
AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList
DefaultColumns postgres.ColumnList
}
type ConfigTable struct {
configTable
EXCLUDED configTable
}
// AS creates new ConfigTable with assigned alias
func (a ConfigTable) AS(alias string) *ConfigTable {
return newConfigTable(a.SchemaName(), a.TableName(), alias)
}
// Schema creates new ConfigTable with assigned schema name
func (a ConfigTable) FromSchema(schemaName string) *ConfigTable {
return newConfigTable(schemaName, a.TableName(), a.Alias())
}
// WithPrefix creates new ConfigTable with assigned table prefix
func (a ConfigTable) WithPrefix(prefix string) *ConfigTable {
return newConfigTable(a.SchemaName(), prefix+a.TableName(), a.TableName())
}
// WithSuffix creates new ConfigTable with assigned table suffix
func (a ConfigTable) WithSuffix(suffix string) *ConfigTable {
return newConfigTable(a.SchemaName(), a.TableName()+suffix, a.TableName())
}
func newConfigTable(schemaName, tableName, alias string) *ConfigTable {
return &ConfigTable{
configTable: newConfigTableImpl(schemaName, tableName, alias),
EXCLUDED: newConfigTableImpl("", "excluded", ""),
}
}
func newConfigTableImpl(schemaName, tableName, alias string) configTable {
var (
OnlyRowColumn = postgres.BoolColumn("only_row")
RewardedPayoutChipsColumn = postgres.IntegerColumn("rewarded_payout_chips")
CooldownGlobalSecondsColumn = postgres.IntegerColumn("cooldown_global_seconds")
CooldownVsAiSecondsColumn = postgres.IntegerColumn("cooldown_vs_ai_seconds")
CooldownHintSecondsColumn = postgres.IntegerColumn("cooldown_hint_seconds")
OrderTTLSecondsColumn = postgres.IntegerColumn("order_ttl_seconds")
allColumns = postgres.ColumnList{OnlyRowColumn, RewardedPayoutChipsColumn, CooldownGlobalSecondsColumn, CooldownVsAiSecondsColumn, CooldownHintSecondsColumn, OrderTTLSecondsColumn}
mutableColumns = postgres.ColumnList{RewardedPayoutChipsColumn, CooldownGlobalSecondsColumn, CooldownVsAiSecondsColumn, CooldownHintSecondsColumn, OrderTTLSecondsColumn}
defaultColumns = postgres.ColumnList{OnlyRowColumn, RewardedPayoutChipsColumn, CooldownGlobalSecondsColumn, CooldownVsAiSecondsColumn, CooldownHintSecondsColumn, OrderTTLSecondsColumn}
)
return configTable{
Table: postgres.NewTable(schemaName, tableName, alias, allColumns...),
//Columns
OnlyRow: OnlyRowColumn,
RewardedPayoutChips: RewardedPayoutChipsColumn,
CooldownGlobalSeconds: CooldownGlobalSecondsColumn,
CooldownVsAiSeconds: CooldownVsAiSecondsColumn,
CooldownHintSeconds: CooldownHintSecondsColumn,
OrderTTLSeconds: OrderTTLSecondsColumn,
AllColumns: allColumns,
MutableColumns: mutableColumns,
DefaultColumns: defaultColumns,
}
}
@@ -0,0 +1,111 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package table
import (
"github.com/go-jet/jet/v2/postgres"
)
var Ledger = newLedgerTable("payments", "ledger", "")
type ledgerTable struct {
postgres.Table
// Columns
LedgerID postgres.ColumnString
AccountID postgres.ColumnString
Kind postgres.ColumnString
Source postgres.ColumnString
Origin postgres.ColumnString
ChipsDelta postgres.ColumnInteger
ProductID postgres.ColumnString
OrderID postgres.ColumnString
Provider postgres.ColumnString
ProviderPaymentID postgres.ColumnString
Snapshot postgres.ColumnString
CreatedAt postgres.ColumnTimestampz
AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList
DefaultColumns postgres.ColumnList
}
type LedgerTable struct {
ledgerTable
EXCLUDED ledgerTable
}
// AS creates new LedgerTable with assigned alias
func (a LedgerTable) AS(alias string) *LedgerTable {
return newLedgerTable(a.SchemaName(), a.TableName(), alias)
}
// Schema creates new LedgerTable with assigned schema name
func (a LedgerTable) FromSchema(schemaName string) *LedgerTable {
return newLedgerTable(schemaName, a.TableName(), a.Alias())
}
// WithPrefix creates new LedgerTable with assigned table prefix
func (a LedgerTable) WithPrefix(prefix string) *LedgerTable {
return newLedgerTable(a.SchemaName(), prefix+a.TableName(), a.TableName())
}
// WithSuffix creates new LedgerTable with assigned table suffix
func (a LedgerTable) WithSuffix(suffix string) *LedgerTable {
return newLedgerTable(a.SchemaName(), a.TableName()+suffix, a.TableName())
}
func newLedgerTable(schemaName, tableName, alias string) *LedgerTable {
return &LedgerTable{
ledgerTable: newLedgerTableImpl(schemaName, tableName, alias),
EXCLUDED: newLedgerTableImpl("", "excluded", ""),
}
}
func newLedgerTableImpl(schemaName, tableName, alias string) ledgerTable {
var (
LedgerIDColumn = postgres.StringColumn("ledger_id")
AccountIDColumn = postgres.StringColumn("account_id")
KindColumn = postgres.StringColumn("kind")
SourceColumn = postgres.StringColumn("source")
OriginColumn = postgres.StringColumn("origin")
ChipsDeltaColumn = postgres.IntegerColumn("chips_delta")
ProductIDColumn = postgres.StringColumn("product_id")
OrderIDColumn = postgres.StringColumn("order_id")
ProviderColumn = postgres.StringColumn("provider")
ProviderPaymentIDColumn = postgres.StringColumn("provider_payment_id")
SnapshotColumn = postgres.StringColumn("snapshot")
CreatedAtColumn = postgres.TimestampzColumn("created_at")
allColumns = postgres.ColumnList{LedgerIDColumn, AccountIDColumn, KindColumn, SourceColumn, OriginColumn, ChipsDeltaColumn, ProductIDColumn, OrderIDColumn, ProviderColumn, ProviderPaymentIDColumn, SnapshotColumn, CreatedAtColumn}
mutableColumns = postgres.ColumnList{AccountIDColumn, KindColumn, SourceColumn, OriginColumn, ChipsDeltaColumn, ProductIDColumn, OrderIDColumn, ProviderColumn, ProviderPaymentIDColumn, SnapshotColumn, CreatedAtColumn}
defaultColumns = postgres.ColumnList{ChipsDeltaColumn, CreatedAtColumn}
)
return ledgerTable{
Table: postgres.NewTable(schemaName, tableName, alias, allColumns...),
//Columns
LedgerID: LedgerIDColumn,
AccountID: AccountIDColumn,
Kind: KindColumn,
Source: SourceColumn,
Origin: OriginColumn,
ChipsDelta: ChipsDeltaColumn,
ProductID: ProductIDColumn,
OrderID: OrderIDColumn,
Provider: ProviderColumn,
ProviderPaymentID: ProviderPaymentIDColumn,
Snapshot: SnapshotColumn,
CreatedAt: CreatedAtColumn,
AllColumns: allColumns,
MutableColumns: mutableColumns,
DefaultColumns: defaultColumns,
}
}
@@ -0,0 +1,111 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package table
import (
"github.com/go-jet/jet/v2/postgres"
)
var Orders = newOrdersTable("payments", "orders", "")
type ordersTable struct {
postgres.Table
// Columns
OrderID postgres.ColumnString
AccountID postgres.ColumnString
Platform postgres.ColumnString
ProductID postgres.ColumnString
ExpectedAmount postgres.ColumnInteger
Currency postgres.ColumnString
Origin postgres.ColumnString
Status postgres.ColumnString
Provider postgres.ColumnString
ProviderPaymentID postgres.ColumnString
CreatedAt postgres.ColumnTimestampz
UpdatedAt postgres.ColumnTimestampz
AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList
DefaultColumns postgres.ColumnList
}
type OrdersTable struct {
ordersTable
EXCLUDED ordersTable
}
// AS creates new OrdersTable with assigned alias
func (a OrdersTable) AS(alias string) *OrdersTable {
return newOrdersTable(a.SchemaName(), a.TableName(), alias)
}
// Schema creates new OrdersTable with assigned schema name
func (a OrdersTable) FromSchema(schemaName string) *OrdersTable {
return newOrdersTable(schemaName, a.TableName(), a.Alias())
}
// WithPrefix creates new OrdersTable with assigned table prefix
func (a OrdersTable) WithPrefix(prefix string) *OrdersTable {
return newOrdersTable(a.SchemaName(), prefix+a.TableName(), a.TableName())
}
// WithSuffix creates new OrdersTable with assigned table suffix
func (a OrdersTable) WithSuffix(suffix string) *OrdersTable {
return newOrdersTable(a.SchemaName(), a.TableName()+suffix, a.TableName())
}
func newOrdersTable(schemaName, tableName, alias string) *OrdersTable {
return &OrdersTable{
ordersTable: newOrdersTableImpl(schemaName, tableName, alias),
EXCLUDED: newOrdersTableImpl("", "excluded", ""),
}
}
func newOrdersTableImpl(schemaName, tableName, alias string) ordersTable {
var (
OrderIDColumn = postgres.StringColumn("order_id")
AccountIDColumn = postgres.StringColumn("account_id")
PlatformColumn = postgres.StringColumn("platform")
ProductIDColumn = postgres.StringColumn("product_id")
ExpectedAmountColumn = postgres.IntegerColumn("expected_amount")
CurrencyColumn = postgres.StringColumn("currency")
OriginColumn = postgres.StringColumn("origin")
StatusColumn = postgres.StringColumn("status")
ProviderColumn = postgres.StringColumn("provider")
ProviderPaymentIDColumn = postgres.StringColumn("provider_payment_id")
CreatedAtColumn = postgres.TimestampzColumn("created_at")
UpdatedAtColumn = postgres.TimestampzColumn("updated_at")
allColumns = postgres.ColumnList{OrderIDColumn, AccountIDColumn, PlatformColumn, ProductIDColumn, ExpectedAmountColumn, CurrencyColumn, OriginColumn, StatusColumn, ProviderColumn, ProviderPaymentIDColumn, CreatedAtColumn, UpdatedAtColumn}
mutableColumns = postgres.ColumnList{AccountIDColumn, PlatformColumn, ProductIDColumn, ExpectedAmountColumn, CurrencyColumn, OriginColumn, StatusColumn, ProviderColumn, ProviderPaymentIDColumn, CreatedAtColumn, UpdatedAtColumn}
defaultColumns = postgres.ColumnList{StatusColumn, CreatedAtColumn, UpdatedAtColumn}
)
return ordersTable{
Table: postgres.NewTable(schemaName, tableName, alias, allColumns...),
//Columns
OrderID: OrderIDColumn,
AccountID: AccountIDColumn,
Platform: PlatformColumn,
ProductID: ProductIDColumn,
ExpectedAmount: ExpectedAmountColumn,
Currency: CurrencyColumn,
Origin: OriginColumn,
Status: StatusColumn,
Provider: ProviderColumn,
ProviderPaymentID: ProviderPaymentIDColumn,
CreatedAt: CreatedAtColumn,
UpdatedAt: UpdatedAtColumn,
AllColumns: allColumns,
MutableColumns: mutableColumns,
DefaultColumns: defaultColumns,
}
}
@@ -0,0 +1,96 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package table
import (
"github.com/go-jet/jet/v2/postgres"
)
var PaymentEvents = newPaymentEventsTable("payments", "payment_events", "")
type paymentEventsTable struct {
postgres.Table
// Columns
EventID postgres.ColumnString
AccountID postgres.ColumnString
OrderID postgres.ColumnString
Type postgres.ColumnString
Payload postgres.ColumnString
CreatedAt postgres.ColumnTimestampz
DispatchedAt postgres.ColumnTimestampz
AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList
DefaultColumns postgres.ColumnList
}
type PaymentEventsTable struct {
paymentEventsTable
EXCLUDED paymentEventsTable
}
// AS creates new PaymentEventsTable with assigned alias
func (a PaymentEventsTable) AS(alias string) *PaymentEventsTable {
return newPaymentEventsTable(a.SchemaName(), a.TableName(), alias)
}
// Schema creates new PaymentEventsTable with assigned schema name
func (a PaymentEventsTable) FromSchema(schemaName string) *PaymentEventsTable {
return newPaymentEventsTable(schemaName, a.TableName(), a.Alias())
}
// WithPrefix creates new PaymentEventsTable with assigned table prefix
func (a PaymentEventsTable) WithPrefix(prefix string) *PaymentEventsTable {
return newPaymentEventsTable(a.SchemaName(), prefix+a.TableName(), a.TableName())
}
// WithSuffix creates new PaymentEventsTable with assigned table suffix
func (a PaymentEventsTable) WithSuffix(suffix string) *PaymentEventsTable {
return newPaymentEventsTable(a.SchemaName(), a.TableName()+suffix, a.TableName())
}
func newPaymentEventsTable(schemaName, tableName, alias string) *PaymentEventsTable {
return &PaymentEventsTable{
paymentEventsTable: newPaymentEventsTableImpl(schemaName, tableName, alias),
EXCLUDED: newPaymentEventsTableImpl("", "excluded", ""),
}
}
func newPaymentEventsTableImpl(schemaName, tableName, alias string) paymentEventsTable {
var (
EventIDColumn = postgres.StringColumn("event_id")
AccountIDColumn = postgres.StringColumn("account_id")
OrderIDColumn = postgres.StringColumn("order_id")
TypeColumn = postgres.StringColumn("type")
PayloadColumn = postgres.StringColumn("payload")
CreatedAtColumn = postgres.TimestampzColumn("created_at")
DispatchedAtColumn = postgres.TimestampzColumn("dispatched_at")
allColumns = postgres.ColumnList{EventIDColumn, AccountIDColumn, OrderIDColumn, TypeColumn, PayloadColumn, CreatedAtColumn, DispatchedAtColumn}
mutableColumns = postgres.ColumnList{AccountIDColumn, OrderIDColumn, TypeColumn, PayloadColumn, CreatedAtColumn, DispatchedAtColumn}
defaultColumns = postgres.ColumnList{CreatedAtColumn}
)
return paymentEventsTable{
Table: postgres.NewTable(schemaName, tableName, alias, allColumns...),
//Columns
EventID: EventIDColumn,
AccountID: AccountIDColumn,
OrderID: OrderIDColumn,
Type: TypeColumn,
Payload: PayloadColumn,
CreatedAt: CreatedAtColumn,
DispatchedAt: DispatchedAtColumn,
AllColumns: allColumns,
MutableColumns: mutableColumns,
DefaultColumns: defaultColumns,
}
}
@@ -0,0 +1,90 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package table
import (
"github.com/go-jet/jet/v2/postgres"
)
var Product = newProductTable("payments", "product", "")
type productTable struct {
postgres.Table
// Columns
ProductID postgres.ColumnString
Title postgres.ColumnString
Active postgres.ColumnBool
CreatedAt postgres.ColumnTimestampz
UpdatedAt postgres.ColumnTimestampz
AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList
DefaultColumns postgres.ColumnList
}
type ProductTable struct {
productTable
EXCLUDED productTable
}
// AS creates new ProductTable with assigned alias
func (a ProductTable) AS(alias string) *ProductTable {
return newProductTable(a.SchemaName(), a.TableName(), alias)
}
// Schema creates new ProductTable with assigned schema name
func (a ProductTable) FromSchema(schemaName string) *ProductTable {
return newProductTable(schemaName, a.TableName(), a.Alias())
}
// WithPrefix creates new ProductTable with assigned table prefix
func (a ProductTable) WithPrefix(prefix string) *ProductTable {
return newProductTable(a.SchemaName(), prefix+a.TableName(), a.TableName())
}
// WithSuffix creates new ProductTable with assigned table suffix
func (a ProductTable) WithSuffix(suffix string) *ProductTable {
return newProductTable(a.SchemaName(), a.TableName()+suffix, a.TableName())
}
func newProductTable(schemaName, tableName, alias string) *ProductTable {
return &ProductTable{
productTable: newProductTableImpl(schemaName, tableName, alias),
EXCLUDED: newProductTableImpl("", "excluded", ""),
}
}
func newProductTableImpl(schemaName, tableName, alias string) productTable {
var (
ProductIDColumn = postgres.StringColumn("product_id")
TitleColumn = postgres.StringColumn("title")
ActiveColumn = postgres.BoolColumn("active")
CreatedAtColumn = postgres.TimestampzColumn("created_at")
UpdatedAtColumn = postgres.TimestampzColumn("updated_at")
allColumns = postgres.ColumnList{ProductIDColumn, TitleColumn, ActiveColumn, CreatedAtColumn, UpdatedAtColumn}
mutableColumns = postgres.ColumnList{TitleColumn, ActiveColumn, CreatedAtColumn, UpdatedAtColumn}
defaultColumns = postgres.ColumnList{TitleColumn, ActiveColumn, CreatedAtColumn, UpdatedAtColumn}
)
return productTable{
Table: postgres.NewTable(schemaName, tableName, alias, allColumns...),
//Columns
ProductID: ProductIDColumn,
Title: TitleColumn,
Active: ActiveColumn,
CreatedAt: CreatedAtColumn,
UpdatedAt: UpdatedAtColumn,
AllColumns: allColumns,
MutableColumns: mutableColumns,
DefaultColumns: defaultColumns,
}
}
@@ -0,0 +1,84 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package table
import (
"github.com/go-jet/jet/v2/postgres"
)
var ProductItem = newProductItemTable("payments", "product_item", "")
type productItemTable struct {
postgres.Table
// Columns
ProductID postgres.ColumnString
AtomType postgres.ColumnString
Quantity postgres.ColumnInteger
AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList
DefaultColumns postgres.ColumnList
}
type ProductItemTable struct {
productItemTable
EXCLUDED productItemTable
}
// AS creates new ProductItemTable with assigned alias
func (a ProductItemTable) AS(alias string) *ProductItemTable {
return newProductItemTable(a.SchemaName(), a.TableName(), alias)
}
// Schema creates new ProductItemTable with assigned schema name
func (a ProductItemTable) FromSchema(schemaName string) *ProductItemTable {
return newProductItemTable(schemaName, a.TableName(), a.Alias())
}
// WithPrefix creates new ProductItemTable with assigned table prefix
func (a ProductItemTable) WithPrefix(prefix string) *ProductItemTable {
return newProductItemTable(a.SchemaName(), prefix+a.TableName(), a.TableName())
}
// WithSuffix creates new ProductItemTable with assigned table suffix
func (a ProductItemTable) WithSuffix(suffix string) *ProductItemTable {
return newProductItemTable(a.SchemaName(), a.TableName()+suffix, a.TableName())
}
func newProductItemTable(schemaName, tableName, alias string) *ProductItemTable {
return &ProductItemTable{
productItemTable: newProductItemTableImpl(schemaName, tableName, alias),
EXCLUDED: newProductItemTableImpl("", "excluded", ""),
}
}
func newProductItemTableImpl(schemaName, tableName, alias string) productItemTable {
var (
ProductIDColumn = postgres.StringColumn("product_id")
AtomTypeColumn = postgres.StringColumn("atom_type")
QuantityColumn = postgres.IntegerColumn("quantity")
allColumns = postgres.ColumnList{ProductIDColumn, AtomTypeColumn, QuantityColumn}
mutableColumns = postgres.ColumnList{QuantityColumn}
defaultColumns = postgres.ColumnList{}
)
return productItemTable{
Table: postgres.NewTable(schemaName, tableName, alias, allColumns...),
//Columns
ProductID: ProductIDColumn,
AtomType: AtomTypeColumn,
Quantity: QuantityColumn,
AllColumns: allColumns,
MutableColumns: mutableColumns,
DefaultColumns: defaultColumns,
}
}
@@ -0,0 +1,87 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package table
import (
"github.com/go-jet/jet/v2/postgres"
)
var ProductPrice = newProductPriceTable("payments", "product_price", "")
type productPriceTable struct {
postgres.Table
// Columns
ProductID postgres.ColumnString
Method postgres.ColumnString
Currency postgres.ColumnString
Amount postgres.ColumnInteger
AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList
DefaultColumns postgres.ColumnList
}
type ProductPriceTable struct {
productPriceTable
EXCLUDED productPriceTable
}
// AS creates new ProductPriceTable with assigned alias
func (a ProductPriceTable) AS(alias string) *ProductPriceTable {
return newProductPriceTable(a.SchemaName(), a.TableName(), alias)
}
// Schema creates new ProductPriceTable with assigned schema name
func (a ProductPriceTable) FromSchema(schemaName string) *ProductPriceTable {
return newProductPriceTable(schemaName, a.TableName(), a.Alias())
}
// WithPrefix creates new ProductPriceTable with assigned table prefix
func (a ProductPriceTable) WithPrefix(prefix string) *ProductPriceTable {
return newProductPriceTable(a.SchemaName(), prefix+a.TableName(), a.TableName())
}
// WithSuffix creates new ProductPriceTable with assigned table suffix
func (a ProductPriceTable) WithSuffix(suffix string) *ProductPriceTable {
return newProductPriceTable(a.SchemaName(), a.TableName()+suffix, a.TableName())
}
func newProductPriceTable(schemaName, tableName, alias string) *ProductPriceTable {
return &ProductPriceTable{
productPriceTable: newProductPriceTableImpl(schemaName, tableName, alias),
EXCLUDED: newProductPriceTableImpl("", "excluded", ""),
}
}
func newProductPriceTableImpl(schemaName, tableName, alias string) productPriceTable {
var (
ProductIDColumn = postgres.StringColumn("product_id")
MethodColumn = postgres.StringColumn("method")
CurrencyColumn = postgres.StringColumn("currency")
AmountColumn = postgres.IntegerColumn("amount")
allColumns = postgres.ColumnList{ProductIDColumn, MethodColumn, CurrencyColumn, AmountColumn}
mutableColumns = postgres.ColumnList{ProductIDColumn, MethodColumn, CurrencyColumn, AmountColumn}
defaultColumns = postgres.ColumnList{}
)
return productPriceTable{
Table: postgres.NewTable(schemaName, tableName, alias, allColumns...),
//Columns
ProductID: ProductIDColumn,
Method: MethodColumn,
Currency: CurrencyColumn,
Amount: AmountColumn,
AllColumns: allColumns,
MutableColumns: mutableColumns,
DefaultColumns: defaultColumns,
}
}
@@ -0,0 +1,23 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package table
// UseSchema sets a new schema name for all generated table SQL builder types. It is recommended to invoke
// this method only once at the beginning of the program.
func UseSchema(schema string) {
Balances = Balances.FromSchema(schema)
Benefits = Benefits.FromSchema(schema)
CatalogAtom = CatalogAtom.FromSchema(schema)
Config = Config.FromSchema(schema)
Ledger = Ledger.FromSchema(schema)
Orders = Orders.FromSchema(schema)
PaymentEvents = PaymentEvents.FromSchema(schema)
Product = Product.FromSchema(schema)
ProductItem = ProductItem.FromSchema(schema)
ProductPrice = ProductPrice.FromSchema(schema)
}
@@ -0,0 +1,266 @@
-- Payments data foundation: a self-contained `payments` schema for the in-game
-- currency, wallets, benefits, catalog, orders and the append-only operations
-- ledger. Nothing is wired to real money yet — this is the substrate the rest of
-- the payments domain builds on. Mechanics live in docs/PAYMENTS.md.
--
-- Isolation. The schema is confined to a dedicated NOLOGIN role that holds ALL
-- privileges on `payments.*` and none on `backend.*`; the backend application
-- keeps its single (superuser) pool, so the DB grants are a stepping-stone to a
-- future separate login/process rather than a runtime wall. The runtime wall is
-- code-level: only the payments package reaches these tables (an import-boundary
-- test guards it). There is deliberately NO cross-schema foreign key to
-- `backend.accounts`: `account_id` is a plain uuid, kept referentially honest in
-- code and joined to the tombstoned account / retained-identities dossier by the
-- stable account id — which keeps the domain extractable into its own database.
--
-- The ledger is append-only, enforced by a trigger (a superuser bypasses table
-- privileges, so a REVOKE would not bind the application). Money is stored as an
-- integer amount in the currency's minor units (RUB kopecks; Votes/Stars/chips
-- are whole units, scale 1), never a float — integer-currency integrality is
-- therefore structural.
--
-- Legacy note: backend.accounts.hint_balance and backend.accounts.paid_account
-- are superseded by the segmented model here and are DEPRECATED. They are NOT
-- dropped in this expand phase — reads still use them until the currency core
-- flips them, and the DROP is a later contract-phase migration (image rollback
-- must stay DB-safe). Neither was ever set in production.
--
-- Expand-contract: everything here is additive in its own schema, so a backend
-- image rollback stays DB-safe (older code simply ignores the new schema).
-- +goose Up
CREATE SCHEMA IF NOT EXISTS payments;
-- +goose StatementBegin
DO $$
BEGIN
IF NOT EXISTS (SELECT FROM pg_roles WHERE rolname = 'payments') THEN
CREATE ROLE payments NOLOGIN;
END IF;
END
$$;
-- +goose StatementEnd
GRANT USAGE ON SCHEMA payments TO payments;
-- Base value types (atoms) a product is composed of. A fixed, code-known set.
CREATE TABLE payments.catalog_atom (
atom_type text NOT NULL,
CONSTRAINT catalog_atom_pkey PRIMARY KEY (atom_type),
CONSTRAINT catalog_atom_type_chk
CHECK ((atom_type = ANY (ARRAY['chips'::text, 'hints'::text, 'noads_days'::text, 'tournament'::text])))
);
INSERT INTO payments.catalog_atom (atom_type) VALUES
('chips'), ('hints'), ('noads_days'), ('tournament');
-- A sellable product: a set of atoms at a price. Soft-deleted (deactivated),
-- never removed, so historical orders/ledger keep resolving it.
CREATE TABLE payments.product (
product_id uuid NOT NULL,
title text DEFAULT ''::text NOT NULL,
active boolean DEFAULT true NOT NULL,
created_at timestamp with time zone DEFAULT now() NOT NULL,
updated_at timestamp with time zone DEFAULT now() NOT NULL,
CONSTRAINT product_pkey PRIMARY KEY (product_id)
);
-- The atom composition of a product (e.g. 250 hints + 30 no-ads days).
CREATE TABLE payments.product_item (
product_id uuid NOT NULL,
atom_type text NOT NULL,
quantity integer NOT NULL,
CONSTRAINT product_item_pkey PRIMARY KEY (product_id, atom_type),
CONSTRAINT product_item_product_fkey FOREIGN KEY (product_id)
REFERENCES payments.product (product_id) ON DELETE CASCADE,
CONSTRAINT product_item_atom_fkey FOREIGN KEY (atom_type)
REFERENCES payments.catalog_atom (atom_type),
CONSTRAINT product_item_quantity_chk CHECK ((quantity > 0))
);
-- Price of a product. A chip pack carries a money price per method
-- (multi-currency Votes/Stars/RUB); a value carries a single chips price
-- (currency='CHIP', method NULL). `amount` is an integer in the currency's
-- minor units (RUB kopecks; Votes/Stars/chips whole, scale 1).
CREATE TABLE payments.product_price (
product_id uuid NOT NULL,
method text,
currency text NOT NULL,
amount bigint NOT NULL,
CONSTRAINT product_price_product_fkey FOREIGN KEY (product_id)
REFERENCES payments.product (product_id) ON DELETE CASCADE,
CONSTRAINT product_price_method_chk
CHECK ((method IS NULL) OR (method = ANY (ARRAY['vk'::text, 'telegram'::text, 'direct'::text]))),
CONSTRAINT product_price_currency_chk
CHECK ((currency = ANY (ARRAY['RUB'::text, 'VOTE'::text, 'XTR'::text, 'CHIP'::text]))),
CONSTRAINT product_price_amount_chk CHECK ((amount >= 0))
);
-- One price row per (product, method, currency); NULL method (a value's chip
-- price) collapses to one row via the COALESCE key.
CREATE UNIQUE INDEX product_price_unique_idx
ON payments.product_price (product_id, COALESCE(method, ''::text), currency);
-- A pre-created purchase intent. `expected_amount` is in `currency` minor units.
CREATE TABLE payments.orders (
order_id uuid NOT NULL,
account_id uuid NOT NULL,
platform text NOT NULL,
product_id uuid NOT NULL,
expected_amount bigint NOT NULL,
currency text NOT NULL,
origin text NOT NULL,
status text DEFAULT 'pending'::text NOT NULL,
provider text,
provider_payment_id text,
created_at timestamp with time zone DEFAULT now() NOT NULL,
updated_at timestamp with time zone DEFAULT now() NOT NULL,
CONSTRAINT orders_pkey PRIMARY KEY (order_id),
CONSTRAINT orders_product_fkey FOREIGN KEY (product_id)
REFERENCES payments.product (product_id),
CONSTRAINT orders_status_chk
CHECK ((status = ANY (ARRAY['pending'::text, 'paid'::text, 'expired'::text]))),
CONSTRAINT orders_origin_chk
CHECK ((origin = ANY (ARRAY['vk'::text, 'telegram'::text, 'direct'::text]))),
CONSTRAINT orders_currency_chk
CHECK ((currency = ANY (ARRAY['RUB'::text, 'VOTE'::text, 'XTR'::text, 'CHIP'::text]))),
CONSTRAINT orders_expected_amount_chk CHECK ((expected_amount >= 0))
);
-- The pending-expiry sweep scans (status, created_at).
CREATE INDEX orders_status_created_at_idx ON payments.orders (status, created_at);
-- The append-only operations ledger: every fund / spend / admin_grant / refund.
-- `chips_delta` is signed (0 for a grant, which credits values not chips);
-- `snapshot` records the sold atoms + price for a spend/grant. Never updated or
-- deleted (a trigger enforces it); a reversal is a new `refund` row.
CREATE TABLE payments.ledger (
ledger_id uuid NOT NULL,
account_id uuid NOT NULL,
kind text NOT NULL,
source text,
origin text,
chips_delta integer DEFAULT 0 NOT NULL,
product_id uuid,
order_id uuid,
provider text,
provider_payment_id text,
snapshot jsonb,
created_at timestamp with time zone DEFAULT now() NOT NULL,
CONSTRAINT ledger_pkey PRIMARY KEY (ledger_id),
CONSTRAINT ledger_product_fkey FOREIGN KEY (product_id)
REFERENCES payments.product (product_id),
CONSTRAINT ledger_order_fkey FOREIGN KEY (order_id)
REFERENCES payments.orders (order_id),
CONSTRAINT ledger_kind_chk
CHECK ((kind = ANY (ARRAY['fund'::text, 'spend'::text, 'admin_grant'::text, 'refund'::text]))),
CONSTRAINT ledger_source_chk
CHECK ((source IS NULL) OR (source = ANY (ARRAY['vk'::text, 'telegram'::text, 'direct'::text]))),
CONSTRAINT ledger_origin_chk
CHECK ((origin IS NULL) OR (origin = ANY (ARRAY['vk'::text, 'telegram'::text, 'direct'::text])))
);
-- Idempotency key: a provider callback credits at most once. Partial so rows
-- without a provider payment id (spend/admin_grant) are unconstrained.
CREATE UNIQUE INDEX ledger_provider_payment_idx
ON payments.ledger (provider, provider_payment_id)
WHERE provider_payment_id IS NOT NULL;
-- +goose StatementBegin
CREATE FUNCTION payments.ledger_append_only() RETURNS trigger LANGUAGE plpgsql AS $$
BEGIN
RAISE EXCEPTION 'payments.ledger is append-only: % denied', TG_OP;
END;
$$;
-- +goose StatementEnd
CREATE TRIGGER ledger_no_mutation
BEFORE UPDATE OR DELETE ON payments.ledger
FOR EACH ROW EXECUTE FUNCTION payments.ledger_append_only();
-- Materialised chip balance, segmented by funding source. A fast cache of the
-- ledger, recomputable from it; created lazily on first fund (up to three rows
-- per account, absent = zero).
CREATE TABLE payments.balances (
account_id uuid NOT NULL,
source text NOT NULL,
chips integer DEFAULT 0 NOT NULL,
updated_at timestamp with time zone DEFAULT now() NOT NULL,
CONSTRAINT balances_pkey PRIMARY KEY (account_id, source),
CONSTRAINT balances_source_chk
CHECK ((source = ANY (ARRAY['vk'::text, 'telegram'::text, 'direct'::text]))),
CONSTRAINT balances_chips_chk CHECK ((chips >= 0))
);
-- Materialised benefits, segmented by the purchase origin. no-ads is a duration
-- (ads_paid_until) plus a perpetual override (ads_forever); hints is a count.
-- Created lazily on first grant/spend.
CREATE TABLE payments.benefits (
account_id uuid NOT NULL,
origin text NOT NULL,
ads_paid_until timestamp with time zone,
ads_forever boolean DEFAULT false NOT NULL,
hints integer DEFAULT 0 NOT NULL,
updated_at timestamp with time zone DEFAULT now() NOT NULL,
CONSTRAINT benefits_pkey PRIMARY KEY (account_id, origin),
CONSTRAINT benefits_origin_chk
CHECK ((origin = ANY (ARRAY['vk'::text, 'telegram'::text, 'direct'::text]))),
CONSTRAINT benefits_hints_chk CHECK ((hints >= 0))
);
-- The single-row tunable config (durations in whole seconds — go-jet stringifies
-- interval; payouts as counts). Edited in the admin console, no release needed.
CREATE TABLE payments.config (
only_row boolean DEFAULT true NOT NULL,
rewarded_payout_chips integer DEFAULT 0 NOT NULL,
cooldown_global_seconds integer DEFAULT 300 NOT NULL,
cooldown_vs_ai_seconds integer DEFAULT 1800 NOT NULL,
cooldown_hint_seconds integer DEFAULT 60 NOT NULL,
order_ttl_seconds integer DEFAULT 1800 NOT NULL,
CONSTRAINT config_pkey PRIMARY KEY (only_row),
CONSTRAINT config_single_row_chk CHECK (only_row)
);
INSERT INTO payments.config (only_row) VALUES (true);
-- Payment lifecycle events for the dispatcher (live stream / botlink / email).
CREATE TABLE payments.payment_events (
event_id uuid NOT NULL,
account_id uuid NOT NULL,
order_id uuid,
type text NOT NULL,
payload jsonb,
created_at timestamp with time zone DEFAULT now() NOT NULL,
dispatched_at timestamp with time zone,
CONSTRAINT payment_events_pkey PRIMARY KEY (event_id),
CONSTRAINT payment_events_order_fkey FOREIGN KEY (order_id)
REFERENCES payments.orders (order_id),
CONSTRAINT payment_events_type_chk
CHECK ((type = ANY (ARRAY['succeeded'::text, 'failed'::text, 'refunded'::text])))
);
CREATE INDEX payment_events_dispatch_idx
ON payments.payment_events (dispatched_at)
WHERE dispatched_at IS NULL;
-- Confine the payments role to this schema: ALL on its tables, nothing on
-- backend. New tables added later inherit the grant via default privileges.
GRANT ALL PRIVILEGES ON ALL TABLES IN SCHEMA payments TO payments;
ALTER DEFAULT PRIVILEGES IN SCHEMA payments GRANT ALL ON TABLES TO payments;
-- +goose Down
ALTER DEFAULT PRIVILEGES IN SCHEMA payments REVOKE ALL ON TABLES FROM payments;
DROP SCHEMA IF EXISTS payments CASCADE;
-- +goose StatementBegin
DO $$
BEGIN
IF EXISTS (SELECT FROM pg_roles WHERE rolname = 'payments') THEN
EXECUTE 'DROP OWNED BY payments';
DROP ROLE payments;
END IF;
END
$$;
-- +goose StatementEnd
@@ -0,0 +1,146 @@
package robot
import (
"encoding/json"
"os"
"path/filepath"
"strconv"
"testing"
"scrabble/backend/internal/engine"
)
// The client-side offline robot (ui/src/lib/robot) reproduces the robot's move choice
// so a local vs_ai game plays the same way as the server. These golden fixtures pin that
// TS port to the real Go strategy. Being in-package, this emitter can exercise the
// unexported mix / playToWin / deviates / selectMove that the port mirrors.
type mixCase struct {
Seed string `json:"seed"`
Salt string `json:"salt"`
Nums []int `json:"nums"`
Value string `json:"value"` // the mix() uint64, as a decimal string (exceeds JS safe ints)
}
type decisionCase struct {
Seed string `json:"seed"`
MoveCount int `json:"moveCount"`
MyScore int `json:"myScore"`
OppScore int `json:"oppScore"`
CandScores []int `json:"candScores"`
RackLen int `json:"rackLen"`
BagLen int `json:"bagLen"`
PlayToWin bool `json:"playToWin"`
Win bool `json:"win"` // the per-turn intent after the deviate flip
Kind string `json:"kind"`
Index int `json:"index"` // chosen candidate index for a play, else -1
}
type strategyFixture struct {
PlayToWinPercent int `json:"playToWinPercent"`
Mix []mixCase `json:"mix"`
Decisions []decisionCase `json:"decisions"`
}
// scenario is one selectMove situation exercised across several seeds.
type scenario struct {
moveCount, myScore, oppScore, rackLen, bagLen int
cands []int
}
// TestEmitStrategyFixtures regenerates ui/src/lib/robot/testdata/strategy.json. It is
// gated by EMIT_STRATEGY_FIXTURES so a normal `go test` skips it; the committed output is
// what the TS parity test consumes. Regenerate with:
//
// EMIT_STRATEGY_FIXTURES=1 go test ./backend/internal/robot -run TestEmitStrategyFixtures
func TestEmitStrategyFixtures(t *testing.T) {
if os.Getenv("EMIT_STRATEGY_FIXTURES") == "" {
t.Skip("set EMIT_STRATEGY_FIXTURES=1 to regenerate ui/src/lib/robot/testdata/strategy.json")
}
seeds := []int64{1, 42, -7, 1000003, 9999999999, 123456789, -123456789}
mixCases := []mixCase{}
addMix := func(seed int64, salt string, nums ...int) {
mixCases = append(mixCases, mixCase{
Seed: strconv.FormatInt(seed, 10),
Salt: salt,
Nums: append([]int{}, nums...),
Value: strconv.FormatUint(mix(seed, salt, nums...), 10),
})
}
for _, sd := range seeds {
addMix(sd, "win")
addMix(sd, "deviate", 0)
addMix(sd, "deviate", 7)
}
scenarios := []scenario{
{3, 40, 55, 7, 20, []int{30, 12, 8}}, // behind, mid-game
{10, 120, 90, 7, 8, []int{25, 18, 5}}, // ahead, late
{1, 0, 0, 7, 30, []int{60, 30, 15, 7}}, // first move, big spread
{20, 200, 40, 5, 2, []int{50, 20}}, // big lead, bag near empty (no deviate)
{5, 30, 30, 7, 14, []int{20, 20, 20}}, // equal margins (tie-break)
{8, 50, 60, 7, 20, []int{}}, // no play, bag can refill -> exchange
{8, 50, 60, 3, 2, []int{}}, // no play, bag can't refill -> pass
{15, 300, 10, 7, 6, []int{80, 40, 10}}, // overshoots the band -> nearest to +30
}
decisions := []decisionCase{}
for _, sd := range seeds {
for _, sc := range scenarios {
cands := make([]engine.MoveRecord, len(sc.cands))
for i, s := range sc.cands {
cands[i] = engine.MoveRecord{Score: s, Player: i}
}
rack := make([]string, sc.rackLen)
for i := range rack {
rack[i] = "a"
}
ptw := playToWin(sd)
win := ptw
if deviates(sd, sc.moveCount, sc.bagLen) {
win = !win
}
d := selectMove(cands, sc.myScore, sc.oppScore, win, defaultBand, rack, sc.bagLen)
kind, index := "pass", -1
switch d.kind {
case decidePlay:
kind, index = "play", d.move.Player
case decideExchange:
kind = "exchange"
}
decisions = append(decisions, decisionCase{
Seed: strconv.FormatInt(sd, 10),
MoveCount: sc.moveCount,
MyScore: sc.myScore,
OppScore: sc.oppScore,
CandScores: append([]int{}, sc.cands...),
RackLen: sc.rackLen,
BagLen: sc.bagLen,
PlayToWin: ptw,
Win: win,
Kind: kind,
Index: index,
})
}
}
fx := strategyFixture{PlayToWinPercent: playToWinPercent, Mix: mixCases, Decisions: decisions}
dir := filepath.Join("..", "..", "..", "ui", "src", "lib", "robot", "testdata")
if err := os.MkdirAll(dir, 0o755); err != nil {
t.Fatalf("mkdir %s: %v", dir, err)
}
data, err := json.MarshalIndent(fx, "", " ")
if err != nil {
t.Fatalf("marshal: %v", err)
}
path := filepath.Join(dir, "strategy.json")
if err := os.WriteFile(path, append(data, '\n'), 0o644); err != nil {
t.Fatalf("write %s: %v", path, err)
}
t.Logf("wrote %s (%d mix, %d decisions)", path, len(mixCases), len(decisions))
}
+26
View File
@@ -8,6 +8,7 @@ import (
"scrabble/backend/internal/account"
"scrabble/backend/internal/ads"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/notify"
)
@@ -56,9 +57,34 @@ func (s *Server) profileResponse(ctx context.Context, acc account.Account) profi
r := profileResponseFor(acc)
r.Banner = s.bannerFor(ctx, acc)
s.fillLinkedIdentities(ctx, &r, acc.ID)
r.DictVersions = s.currentDictVersions()
return r
}
// currentDictVersions reports the current dictionary version of every game variant with a
// resident dictionary, as engine.Variant stable labels. It backs profileResponse.DictVersions
// so an offline-capable client preloads the matching dawg per variant off the cold-start
// profile. A variant without a loaded dictionary is omitted (Registry.Latest reports
// ErrUnknownVariant); the returned slice is nil only when no variant is resident.
func (s *Server) currentDictVersions() []dictVersion {
if s.registry == nil {
return nil // no dictionary registry wired (e.g. a minimal test server): advertise none
}
variants := []engine.Variant{engine.VariantEnglish, engine.VariantRussianScrabble, engine.VariantErudit}
out := make([]dictVersion, 0, len(variants))
for _, v := range variants {
version, _, err := s.registry.Latest(v)
if err != nil {
continue
}
out = append(out, dictVersion{Variant: v.String(), Version: version})
}
if len(out) == 0 {
return nil
}
return out
}
// fillLinkedIdentities sets the profile's confirmed email address and platform-linked
// flags from the account's identities, so the client offers the right link / unlink /
// change-email controls. A read failure leaves them zero (no controls), logged as a
+31 -13
View File
@@ -63,6 +63,20 @@ type profileResponse struct {
Email string `json:"email"`
TelegramLinked bool `json:"telegram_linked"`
VkLinked bool `json:"vk_linked"`
// DictVersions lists the current dictionary version per game variant (engine.Variant
// stable labels). An installed PWA preparing for offline play reads it to preload the
// right dawg per enabled variant off this cold-start response, without an extra request.
// Filled outside the pure projection (it reads the dictionary registry), so it is empty
// for callers that build the DTO without a Server. See Server.profileResponse.
DictVersions []dictVersion `json:"dict_versions,omitempty"`
}
// dictVersion pairs a game variant's stable label (engine.Variant.String) with its current
// dictionary version. profileResponse.DictVersions carries the set so an offline-capable
// client preloads the matching dawg per variant.
type dictVersion struct {
Variant string `json:"variant"`
Version string `json:"version"`
}
// tileDTO is one placed (or to-place) tile.
@@ -149,13 +163,16 @@ type alphabetEntryDTO struct {
// stateDTO is a player's view of a game. Rack carries wire alphabet indices (a
// blank is engine.BlankIndex). Alphabet is present only when the request asked for it.
type stateDTO struct {
Game gameDTO `json:"game"`
Seat int `json:"seat"`
Rack []int `json:"rack"`
BagLen int `json:"bag_len"`
HintsRemaining int `json:"hints_remaining"`
WalletBalance int `json:"wallet_balance"`
Alphabet []alphabetEntryDTO `json:"alphabet,omitempty"`
Game gameDTO `json:"game"`
Seat int `json:"seat"`
Rack []int `json:"rack"`
BagLen int `json:"bag_len"`
HintsRemaining int `json:"hints_remaining"`
WalletBalance int `json:"wallet_balance"`
// HintUnlockLeftSeconds is the vs_ai idle-hint gate: seconds until the hint unlocks (0 for a human
// game / first move / not your turn). The client anchors a monotonic countdown to it.
HintUnlockLeftSeconds int `json:"hint_unlock_left_seconds"`
Alphabet []alphabetEntryDTO `json:"alphabet,omitempty"`
}
// matchDTO reports whether the caller has been paired into a game.
@@ -301,12 +318,13 @@ func stateDTOFrom(v game.StateView, includeAlphabet bool) (stateDTO, error) {
return stateDTO{}, err
}
dto := stateDTO{
Game: gameDTOFromGame(v.Game),
Seat: v.Seat,
Rack: rack,
BagLen: v.BagLen,
HintsRemaining: v.HintsRemaining,
WalletBalance: v.WalletBalance,
Game: gameDTOFromGame(v.Game),
Seat: v.Seat,
Rack: rack,
BagLen: v.BagLen,
HintsRemaining: v.HintsRemaining,
WalletBalance: v.WalletBalance,
HintUnlockLeftSeconds: v.HintUnlockLeftSeconds,
}
if includeAlphabet {
tab, err := engine.AlphabetTable(v.Game.Variant)
+3
View File
@@ -239,6 +239,9 @@ func statusForError(err error) (int, string) {
return http.StatusConflict, "no_hint_available"
case errors.Is(err, game.ErrHintsDisabled), errors.Is(err, game.ErrNoHintsLeft):
return http.StatusConflict, "hint_unavailable"
case errors.Is(err, game.ErrHintLocked):
// A vs_ai idle hint is still gated (the server-clock backstop); the client shows the lock.
return http.StatusConflict, "hint_locked"
case errors.Is(err, engine.ErrIllegalPlay), errors.Is(err, engine.ErrTilesNotOnRack), errors.Is(err, engine.ErrGameOver):
return http.StatusUnprocessableEntity, "illegal_play"
case errors.Is(err, account.ErrEmailTaken), errors.Is(err, account.ErrIdentityTaken):
+8
View File
@@ -28,6 +28,7 @@ import (
"scrabble/backend/internal/link"
"scrabble/backend/internal/lobby"
"scrabble/backend/internal/notify"
"scrabble/backend/internal/payments"
"scrabble/backend/internal/ratewatch"
"scrabble/backend/internal/render"
"scrabble/backend/internal/session"
@@ -93,6 +94,11 @@ type Deps struct {
// profile.get banner block, plus the banner admin console section. A nil Ads
// omits the banner block and disables the banner console.
Ads *ads.Service
// Payments is the in-game currency domain service (wallet, benefits, catalog).
// The data-foundation layer exposes only a reachability check; its user and
// console routes are registered when the wallet surface lands. A nil Payments
// omits them.
Payments *payments.Service
// Notifier publishes live-event intents — here the banner-eligibility re-poll
// signal the banner/hint/role console actions emit. A nil Notifier discards
// them (notify.Nop).
@@ -129,6 +135,7 @@ type Server struct {
ratewatch *ratewatch.Watch
banview *banview.View
ads *ads.Service
payments *payments.Service
notifier notify.Publisher
console *adminconsole.Renderer
exportKey []byte
@@ -181,6 +188,7 @@ func New(addr string, deps Deps) *Server {
ratewatch: deps.RateWatch,
banview: deps.BanView,
ads: deps.Ads,
payments: deps.Payments,
notifier: notifier,
renderer: deps.Renderer,
http: &http.Server{Addr: addr, Handler: engine},
+68 -6
View File
@@ -1238,12 +1238,74 @@ separate site; the SPA shell is `noindex`, and the landing always boots in Russi
browser-language detection — crawlers render with arbitrary languages). The favicon set,
`og-image.png` and `robots.txt` ship unhashed from `ui/public/` (generated by
`assets/icons/`, same tile design as the VK loader). On the web (`/app/`) the SPA is an installable **PWA**:
`manifest.webmanifest` and an install-only **service worker** (`sw.js`) ship unhashed from
`ui/public/`, and the client registers the worker **web-only** — never inside a Mini App or the
mock build. The worker intercepts only top-level navigations (network-first with a cached-shell
fallback), leaving `/assets/*` and the Connect stream untouched; it exists to satisfy Chromium's
installability requirement (a registered SW, needed for install on Android) and is the single
growth point for a future opt-in offline mode. The gateway registers the `.webmanifest` MIME type
`manifest.webmanifest` ships unhashed from `ui/public/`, while the **service worker** (`sw.js`) is
built from `ui/src/sw.ts` by **vite-plugin-pwa** (injectManifest strategy) — the client registers it
**web-only**, never inside a Mini App or the mock build (the plugin is disabled there entirely). It
**precaches the app shell and the hashed assets** (Workbox) so an installed PWA cold-launches with
no network. Shell **navigations are network-first** — the fresh `no-cache` shell is fetched from the
server (so a new deploy is picked up on the very next launch, not the one after), falling back to the
precached shell only when the network is unreachable or too slow; the immutable hashed assets stay
cache-first, and the hash router resolves the route client-side. This navigation route is registered
**before** the precache route on purpose: Workbox matches in registration order, and the precache
route (its `directoryIndex` is `index.html`) would otherwise shadow it and serve the shell
cache-first — the old build's version until a second load. The landing page and the conditional
polyfill bundle are excluded, and the Connect stream and runtime API POSTs are never precached nor
intercepted, so the live app is never served stale. This satisfies Chromium's installability requirement (a registered SW, needed
for install on Android) and powers the opt-in **offline mode** (in progress): a deliberate, device-scoped Settings
toggle — distinct from the transient gateway-reachability signal — that tints the header blue with
an *Offline* chip and confines play to on-device `vs_ai` games. The **offline lobby lists only those
device-local games** (reconstructed by replaying the IndexedDB move journal) and its New-vs-AI entry
creates one through the in-browser engine — the same game screen then drives it, the robot replying
locally; online-only affordances (the Stats tab, the random-opponent option) are disabled
or hidden, and New Game's *with friends* becomes the entry to **local pass-and-play (hotseat)**.
A hotseat game is a device-local **2-4 human** game built through the same engine (`hotseat` +
per-seat/host PIN locks on the record; the seats carry names but no accounts). A **mandatory host
(referee) PIN** gates the roster at creation and, in-game, the referee overrides — **skip** the
current turn, **exclude** a player (a forced seat resign, `resignSeat`) or **terminate** the game
(deleted, no winner/loser); each seat may also carry its own **optional PIN** that withholds its rack
(the board stays visible — only the tray is gated) until it is entered, so players pass the device
around freely and lock a seat only against a distrusted tablemate. The unlock is **per turn**
(re-locks on advance). PINs are a **social lock, not cryptography** — a salted SHA-256 kept only in
the device record (`lib/pin`); a 4-digit PIN is trivially brute-forceable and the racks live in
client memory regardless, so they defeat a casual glance, not a determined peek. A hotseat game is
**not `vs_ai`**: hints (the freed control becomes the host button) and chat/self-resign are gone, and
its lobby card — active *and* finished — is master-PIN-gated to delete (so the last mover cannot
instantly wipe it); a naturally finished game is saved with its result like any local game. A `vs_ai`
hint (online and offline alike) is unlimited and wallet-free but idle-gated
(unlocked ~30 min into a stuck turn), and counts toward no hint statistic. The **source** reports the
**seconds left** (`hint_unlock_left_seconds` on the game view) — computed by the **backend from the
server clock** online (which also enforces the gate, returning `hint_locked` for an early request),
and by the offline source from the device clock (persisted, capped at the window). The **client
anchors a MONOTONIC countdown** (`performance.now()`, `lib/hints`) to that seconds-left when it lands
(on load, and to the full window when the robot moves), so a client clock change cannot skew it, and
a relaunch re-reads a fresh value so the wait is not forgotten. To have data ready before the switch, the **Profile advertises the current dictionary
version per variant** (`dict_versions`,
filled from the registry on the existing cold-start profile request — no extra round-trip), and an
eligible installed PWA (standalone web + confirmed email) **background-preloads** those dictionaries
— on lobby entry and on a variant-preference change — through the same three-tier loader, retried
with backoff and honouring the session miss-breaker; the move generator, the loader and the preload
orchestration stay in lazy chunks. A first-lobby preload failure shows a *poor-connection* notice in
the ad-banner slot. Flipping the Settings toggle **to** offline runs that same cache-first fetch
bounded by a ~5 s UI wait (`raceOfflineReady` + the lazy `dict/offlineready`): it enters offline only
once every enabled variant is ready, otherwise it stays online with a *needs internet* note while the
fetch finishes in the background (the next flip is then instant). A **cold launch already in offline
mode** boots from the persisted session and
profile (the profile is saved on every online adopt/refresh) — `bootstrap` skips the session
adoption and profile fetch that would otherwise hang with no network, and lands straight in the
offline lobby; without a cached profile (an install that was never online) it drops the sticky flag
and boots online instead. Beyond the sticky toggle the app **auto-detects connectivity**: the
reactive flag carries an *auto* bit, so a self-entered offline (no network) is transient
(session-only, never persisted) and self-heals to online when the network returns, while a deliberate
one (the toggle, or the cold-start dialog's *Switch*) persists. At cold start `navigator.onLine ===
false` enters offline for the session; otherwise a single bounded reachability probe (a `profile.get`,
~3 s) decides — success boots online, a timeout on an eligible install raises a *No connection* dialog
(*Switch* = sticky offline, *Wait for network* = boot online with the reachability watcher retrying).
Mid-session the `window` `online`/`offline` events drive it — `offline` auto-enters, `online`
re-verifies reachability before returning — backed by a `navigator.onLine` poll because those events
are unreliable on some platforms (notably iOS PWAs). Offline is a real **transport kill switch**
(every gateway call is refused, so no traffic leaks); the reachability probe is the one call exempt
from it (it is the return-to-online mechanism), and the transient reachability watcher is suppressed
while offline. The gateway registers the `.webmanifest` MIME type
in-process (the distroless image has no `/etc/mime.types`). Hash-named `/assets/*` are served
`immutable` (a relaunch is a cache hit, not a re-download); the HTML shells are
`no-cache` so a new deploy is picked up — both containers apply the same caching. An
+48 -1
View File
@@ -215,7 +215,16 @@ unlimited and offers a complaint on any result; for a word it finds, it also lin
external reference dictionary (gramota.ru for Russian games, scrabblewordfinder.org for
English) to look it up. Hints are governed per game —
whether they are allowed and how many each player starts with — and draw on a
personal hint wallet once the per-game allowance is spent. The game ends when the
personal hint wallet once the per-game allowance is spent. Against the robot
(**vs_ai**) hints are instead **unlimited and wallet-free**, but idle-gated as an
anti-frustration aid: one unlocks only after the player has been **stuck ~30 minutes
on a turn** (timed from the robot's last move; the very first move, before the robot
has played, is exempt). While gated the hint button carries a small **🔒 lock** and a
tap shows how long remains; the lock lifts live at the mark. The same gate applies **online and
offline**: the countdown runs on a **steady in-app timer**, not the device clock, so changing the
clock cannot skew it, and a relaunch re-reads the remaining time so a stuck turn is not forgotten.
Online the **server enforces** it from its own clock (which the player cannot touch); a vs_ai hint
counts toward no hint statistic. The game ends when the
bag empties and a player clears their rack, after 6 consecutive scoreless turns,
by resignation, or by the per-game move timeout (5 minutes to 24 hours, default
24 hours): a missed turn auto-resigns, except while the player is inside their
@@ -256,6 +265,44 @@ the same occasional move against its plan that fades out by the endgame), and ch
add-friend are off. AI games are **practice** — they never count toward a player's
statistics.
### Offline mode
An installed web PWA signed in with a confirmed email can switch to a deliberate **offline mode**
(Settings → Play mode). Offline, the app never touches the network: the header turns blue with an
*Offline* chip, the lobby lists only the games stored on the device, and online-only surfaces are
disabled or hidden (the Stats tab; the *random opponent* option in New Game).
A New Game against the robot creates a device-local **vs_ai** game — it
plays entirely in the browser with no backend. Local games are kept on the device, visible only in
offline mode, and never sync to the account. So a game can be created and played with no connection,
the app quietly preloads the dictionaries for the player's enabled variants while still online, and
(once installed) launches from a precached shell even with no network. Switching **to** offline first
checks that the enabled variants' dictionaries are on the device — if any are missing it fetches them
and waits briefly, and if they cannot be readied it stays online with a short *needs internet* note
(the download keeps running in the background, so a later switch is instant). The mode is
device-scoped and sticky across launches.
Offline, New Game's **with friends** starts a **local pass-and-play** game for 2-4 people sharing one
device. You first set a **host (leader) password** — a 4-digit PIN entered on a lock-screen-style
keypad; until it is set the player rows stay locked. The app then asks whether you are playing too —
if so you take the first seat with your profile name. You name each player (2 to 4; add or remove
rows, where a removal asks for the leader password) and may give any seat its **own optional PIN**.
During the game the board is always visible, but a PIN-locked seat shows an **Unlock** button in place
of its rack until its owner enters the PIN — so the device passes hand to hand and only a protected
seat hides its letters; the lock returns each turn. The **leader** (the host button in the game) can,
with the leader password, **skip** the current player's turn, **remove** a player, or **end the game
early** — an early end discards the game with no winner or loser. Hints and chat are off in a
pass-and-play game. A game that finishes normally is saved to the offline lobby like any other;
deleting any pass-and-play game — running or finished — from the lobby asks for the leader password,
so no one can wipe a game the moment they have moved.
The app also **enters offline mode on its own** when it cannot reach the network. On a cold launch
with no connection it switches to offline for that session; when the device is online but the gateway
stays silent for a few seconds it asks first — *No connection. Switch to offline mode?*, with
**Switch** (go offline) or **Wait for network** (keep retrying online). While the app is open, losing
the network — airplane mode — switches to offline automatically, and restoring it returns online by
itself. A self-entered offline is temporary: it reverts to online the moment the network is back, and
the next launch re-checks. A **deliberate** offline — the Settings toggle, or **Switch** in that
dialog — is the player's choice: it is kept, and never undone automatically.
### Social: friends, block, chat, nudge
Become friends in two ways: redeem a **one-time code** the other player issues (six
digits, valid for twelve hours), or send a **request to someone you have played
+49 -1
View File
@@ -222,7 +222,16 @@ e-mail) либо ввод фразы. Активные игры форфейтя
внешний справочный словарь (gramota.ru для русских игр, scrabblewordfinder.org для английских),
чтобы его посмотреть. Подсказки управляются настройками
партии — разрешены ли они и сколько их у каждого игрока на старте — и расходуют
личный кошелёк подсказок после исчерпания внутриигрового лимита. Партия
личный кошелёк подсказок после исчерпания внутриигрового лимита. Против робота
(**vs_ai**) подсказки, наоборот, **безлимитны и без кошелька**, но с idle-гейтом как
анти-фрустрация: подсказка открывается, только когда игрок **застрял на ходу ~30 минут**
(отсчёт от последнего хода робота; самый первый ход, до хода робота, исключён). Пока гейт
закрыт, кнопка подсказки несёт маленький **🔒 замок**, а тап показывает, сколько осталось;
замок снимается вживую в нужный момент. Один и тот же гейт работает **онлайн и офлайн**: отсчёт
идёт по **ровному внутриигровому таймеру**, а не по системным часам, поэтому их перевод его не
собьёт, а повторный вход перечитывает остаток — застрявший ход не забывается. Онлайн гейт
**принуждает сервер** по своим часам (их игрок не тронет); vs_ai-подсказка не учитывается ни в
одной статистике подсказок. Партия
завершается, когда мешок пуст и игрок выложил стойку, после 6 подряд бесплодных
ходов, по сдаче, либо по таймауту хода (от 5 минут до 24 часов, дефолт 24 часа):
пропущенный ход означает авто-сдачу, кроме как когда игрок внутри своего
@@ -261,6 +270,45 @@ e-mail) либо ввод фразы. Активные игры форфейтя
паузы), сохраняет ту же силу (по-прежнему играет на победу лишь примерно в 40% партий, с теми же
редкими ходами вопреки плану, затухающими к эндшпилю), а чат, nudge и «добавить в друзья» выключены. Партии с ИИ — это **тренировка**: они не идут в статистику игрока.
### Офлайн-режим
Установленный веб-PWA со входом по подтверждённой почте может переключиться в осознанный
**офлайн-режим** (Настройки → Режим игры). В офлайне приложение не обращается к сети: шапка синеет с
меткой *Офлайн*, лобби показывает только сохранённые на устройстве игры, а сетевые поверхности
отключены или скрыты (вкладка Статистика; вариант «случайный соперник» в Новой игре).
Новая игра против робота создаёт локальную **vs_ai**-игру — он ходит
целиком в браузере без бэкенда. Локальные игры хранятся на устройстве, видны только в офлайн-режиме и
никогда не синхронизируются с аккаунтом. Чтобы игру можно было создать и сыграть без связи, приложение
заранее, пока ещё онлайн, подгружает словари включённых игроком вариантов и (после установки)
запускается из прекешированного шелла даже без сети. Переключение **в** офлайн сначала проверяет, что
словари включённых вариантов есть на устройстве — если каких-то не хватает, оно их подгружает и недолго
ждёт, а если подготовить их не удаётся, остаётся онлайн с короткой заметкой *нужен интернет* (загрузка
продолжается в фоне, так что следующее переключение мгновенно). Режим привязан к устройству и
сохраняется между запусками.
В офлайне «с друзьями» в Новой игре запускает **локальную игру по очереди (hotseat)** на 24 человек
за одним устройством. Сначала задаётся **пароль ведущего** — 4-значный PIN на клавиатуре в стиле
экрана блокировки; пока он не задан, строки игроков заблокированы. Затем приложение спрашивает,
играете ли вы сами — если да, вы занимаете первое место под именем из профиля. Вы называете каждого
игрока (от 2 до 4; строки можно добавлять и удалять, удаление спрашивает пароль ведущего) и можете
дать любому месту **свой необязательный PIN**. Во время игры доска видна всегда, но место с PIN
вместо стойки показывает кнопку **«Разблокировать»**, пока владелец не введёт PIN, — так устройство
передаётся из рук в руки, и только защищённое место прячет свои буквы; на каждом ходу замок
возвращается. **Ведущий** (кнопка ведущего в игре) может по паролю ведущего **пропустить** ход
текущего игрока, **исключить** игрока или **завершить игру досрочно** — досрочное завершение стирает
партию без победителей и проигравших. Подсказки и чат в игре по очереди отключены. Нормально
завершённая партия сохраняется в офлайн-лобби как любая другая; удаление любой игры по очереди —
идущей или завершённой — из лобби спрашивает пароль ведущего, чтобы никто не стёр партию сразу после
своего хода.
Приложение также **само включает офлайн-режим**, когда не может достучаться до сети. При холодном
запуске без связи оно переходит в офлайн на текущую сессию; когда устройство онлайн, но шлюз молчит
несколько секунд, оно сперва спрашивает — *Нет связи. Включить офлайн-режим?*, с выбором **Включить**
(уйти в офлайн) или **Ждать сеть** (продолжить попытки онлайн). Пока приложение открыто, потеря сети —
режим полёта — переключает в офлайн автоматически, а её восстановление само возвращает онлайн.
Самостоятельно включённый офлайн временный: он возвращается в онлайн, как только сеть появилась, и
следующий запуск проверяет заново. **Осознанный** офлайн — тумблер в Настройках или **Включить** в том
диалоге — это выбор игрока: он сохраняется и никогда не отменяется автоматически.
### Социальное: друзья, блок, чат, nudge
Подружиться можно двумя способами: погасить **одноразовый код**, который выпускает
другой игрок (шесть цифр, действует двенадцать часов), либо отправить **заявку
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# PAYMENTS — monetization mechanics
Authoritative specification of the monetization domain: the in-game currency, wallets,
benefits, store-compliance rules, payment intake, ads, catalog, ledger, and reporting.
English is authoritative; [`PAYMENTS_ru.md`](PAYMENTS_ru.md) mirrors it in plain Russian
(mirror every point edit in the same PR, like `FUNCTIONAL.md`/`FUNCTIONAL_ru.md`).
Read this before changing any payments behaviour. The technical implementation plan lives
in [`../PLAN.md`](../PLAN.md).
> Status: specification approved; implementation staged (see `PLAN.md`). Nothing here is
> live yet.
## 1. Overview
The game earns through two orthogonal channels:
- **Purchases** of the in-game currency **Фишка** (chips) with real money, then spending
chips on **values** (benefits).
- **Ads** — a rewarded video tops chips up; an interstitial and a house banner monetize by
impression.
The currency is **two-tier**:
```
money (VK Votes / TG Stars / RUB via Robokassa) ─┐
├─► Фишки (chips) ──► values
rewarded ad view ─┘ (no-ads, hints,
tournament fee)
```
Chips are the single storefront unit. Money and rewarded views **fund** chips; chips
**buy** values. There is no path that spends money directly on a value — always through
chips.
## 2. Currency model
**One chip is one chip everywhere** — the unit is uniform. The difference between payment
methods lives entirely in the **purchase rate**: a chip pack costs *X* Votes / *Y* Stars /
*Z* RUB, and the rate absorbs each store's commission. Value prices are fixed **in chips**
and identical across methods.
The chip balance is **segmented by `source`** — the platform where the chips were funded:
| `source` | Funded by |
|------------|----------------------------------|
| `vk` | VK Votes purchase, VK rewarded ad |
| `telegram` | TG Stars purchase |
| `direct` | Robokassa purchase (web / native)|
A single account holds all three segments simultaneously: `balance = (account_id, source)`,
up to three rows — a row is materialised lazily on the segment's first funding, and an absent
segment reads as zero. Segmentation is **not** per-identity — see §6.
Why segmented, not one pooled balance: store rules forbid activating value that was paid
for outside the store's own cash desk. Chips funded inside VK (Votes) may only be spent in
the VK context; Stars only inside Telegram; Robokassa-funded (`direct`) chips only outside
the stores. See §4.
## 3. Three operations, kept distinct
Do not conflate these — they use different keys:
1. **Fund chips** — money/ad → chip `source` segment, keyed by the **execution context**.
2. **Spend chips = buy a value** — segment → benefit, keyed by context with the gate (§4).
This is where a benefit is **born** and stamped with its `origin`.
3. **Apply a benefit** over time (e.g. "no-ads until *T*") — governed by the origin rule
(§5).
`source` (where chips were funded) and `origin` (where a value was bought) share the same
value set `{vk, telegram, direct}` but mean different things. On the web they can diverge:
web spending may draw `vk` chips (`source=vk`) into a `direct` purchase (`origin=direct`).
## 4. Store-compliance gate
The compliance wall is **one-directional**. The dangerous direction — activating externally
paid value *inside* a store wrapper — is blocked; the safe direction (a store benefit
leaking out to the open web) is allowed.
**Spend context → which segments/benefits are usable:**
| Execution context | Spendable chip segments | Spend priority |
|---------------------|-------------------------|--------------------|
| Inside VK (Android) | `vk` | — |
| Inside VK (iOS) | none — frozen (view only)| — |
| Inside Telegram | `telegram` | — |
| Web / native (Direct)| `direct` + `vk` + `telegram` | direct → vk → tg |
- Inside VK/TG only the same-named segment is usable; everything else (chiefly `direct`) is
invisible-as-spendable there.
- On the web the store has no jurisdiction, so all attached segments are spendable, drained
by priority direct → vk → tg.
- **VK iOS** is frozen for spending (Apple forbids spending virtual currency on digital
goods outside IAP inside VK on iOS): the balance is shown as a number, but no purchase or
spend is possible. A previously bought benefit still *applies* there.
The account is **single** (identities merge, one profile/friends/stats). The gate is
**logical**: in a VK/TG context the server activates only the same-named segment. It rests
on a **trusted platform signal** (§8) — the client is never believed. When the platform
cannot be trusted, the gate is **fail-closed**: spends/purchases are denied, view only.
### One-directional benefit application
A benefit carries `origin` = the **purchase context** (not "what it was paid with"). Buying
on the web with `vk` chips still yields `origin=direct`.
| `origin` | Where the benefit applies |
|------------------|----------------------------------------------------|
| `vk` / `telegram`| **Everywhere** — inside its store *and* out on web/native |
| `direct` | **Only** web/native — never inside VK/TG (= store ban) |
Before a web spend draws `vk`/`telegram` chips, the UI **warns** the user that the value
will be available here (web/native) only, because of VK/TG restrictions.
## 5. Benefits
Three distinct entities, do not merge:
- **Chips** — currency. Segment by `source`.
- **Hints** — consumable, bought with chips. Segment by `origin`. Spent one-per-hint in
online games; `vs_ai` hints stay free/unlimited (30-min idle gate, not counted). A hint
spent in a game is drawn from an `origin` applicable to the current context (same
one-directional relaxation as above).
- **No-ads** — a duration benefit, bought with chips. Segment by `origin`.
**No-ads stacking.** Buying a term extends `paid_until[origin] += term` from
`max(now, current end)` — the remainder is never lost ("terms add up"). **Forever** is a
separate perpetual flag that overrides terms. "Ads off in context *P*" ⇔ some `origin`
applicable in *P* has `paid_until > now` (on the web take the max over direct/vk/tg; in VK
only vk; in TG only tg).
**What no-ads suppresses:** the top banner **and** the post-move fullscreen interstitial.
The voluntary **rewarded** view (for chips) is never suppressed — it is the user's choice.
**Tournament fee** — a future value type; the atom is provisioned but the mechanic ships
later.
## 6. Wallet lifecycle
**Segment availability rule.** A segment is spendable ⇔ the account has an identity of that
`source` (for `direct`: a durable identity/email). This makes unlink/merge fall out
naturally.
**Unlink (vk/tg).** Allowed even with a non-zero balance/active benefit. The segment is not
burned — it **sleeps** (no identity ⇒ unavailable in VK *and*, lacking the attachment,
unavailable as an attached web segment); re-linking wakes it. The user is warned before
unlinking ("N chips will be unavailable until you re-link"). The last identity cannot be
unlinked (existing `ErrLastIdentity`).
**Merge.** Segments and benefits merge **by origin**: same-origin segments add (chips sum,
benefit terms extend per origin), different origins coexist. This extends the current
account-merge (`hint_balance +=`, `paid_account OR=`) so origin is preserved and nothing
leaks across platforms.
**Guest.** A guest account has **no wallet at all** — the Wallet section is hidden, no
purchases, no balance, by design. Balances belong only to durable accounts. The guest
reaper therefore deletes guests freely (no money can exist there). In `direct`, email is
required **before the first purchase** as a recovery anchor (in VK/TG the vk/tg identity is
already the anchor); the existing email flow (request code → confirm → clear guest →
durable) is reused.
## 7. Catalog and pricing
The catalog is **configurable** — products, prices, purchase rates, and rewarded payout
live in the database and are edited in the admin console, no release required.
- **Base values (atoms):** chips, hints, no-ads days, tournament entry.
- **Product = a set of atoms + a price.** Sold singly or as a combo (e.g. "250 hints + 30
no-ads days").
- **Chip pack** (funds chips) — priced **per method** (multi-currency Votes/Stars/RUB) as a
single product.
- **Value** (bought with chips) — priced **in chips** (uniform across methods).
**Deactivation, not deletion.** Products are soft-deleted (deactivated). A completed
purchase stores a **snapshot** of what was sold (atom composition + price at the time) into
an archive, so history/receipts/tax are independent of later catalog edits.
## 8. Trusted platform signal
The gate (§4) needs a **trusted, unforgeable** platform context on the server. The client is
never the source of truth.
- The platform is a **property of the session**, re-confirmed by a fresh signature on **every
cold start** — VK launch-params `sign` / TG `initData` (validator already exists at
`platform/telegram/internal/initdata`). VK/TG wrappers resend the signature on every open,
so this is not a one-time login.
- `direct` is established by the fact of a web/native session's creation (no external
signer, and none needed — reaching vk/tg segments in a direct context still requires a
real attachment, §6).
- The platform carries **kind** (`vk`/`telegram`/`direct`) **plus subtype**
(`ios`/`android`/`web`) — the subtype is mandatory (VK iOS is frozen).
- The gateway resolves the session and passes `platform` to the backend (alongside the
existing `X-User-ID`).
- **Fail-closed:** an untrusted/unconfirmed platform (a VK/TG session without a valid
cold-start signature; an old session with no recorded platform) denies spends/purchases
and applying any foreign origin — view only.
## 9. Payment intake
**Server callback only.** Chips are credited solely on a **verified** (signature/HMAC)
provider callback — Robokassa webhook / TG `successful_payment` / VK callback. A client "I
paid" is ignored.
**Single writer.** One payments domain is the only writer of the ledger. Public webhooks
(Robokassa/VK) terminate at the edge (Caddy/gateway) and proxy into payments; TG
`successful_payment` reaches the bot, which forwards into payments. One place credits and
dedupes.
**Order-flow.** The server pre-creates an `order(pending)` with account / platform / pack /
expected amount / origin. The `order_id` is threaded to the provider (Robokassa `InvId` / TG
`invoice_payload` / VK `item` — confirm the exact VK field at integration). The callback
matches by `order_id` (never by amount, so equal-amount collisions cannot happen), verifies
the amount, credits, marks `paid`. **Idempotency:** dedup by `(provider, provider_payment_id)`.
**Pending is invisible** to the user; it auto-expires on a timeout (~30 min, DB hygiene). A
valid callback is **always** honoured, even on an expired order (`expired` ≠ cancellation —
the money is real, the chips are owed). The user sees only successful purchases.
**TG bot outbox.** `successful_payment` reaches the bot only (Bot API, not the Mini App), and
the bot host is weak and can lose connectivity, so the bot is a durable link. Store-and-
forward on **SQLite** on the bot's disk: receive → store → ack the Telegram update → forward
to payments (idempotent, dedup by `telegram_payment_charge_id`) → ack → mark `forwarded`.
Retries with backoff; re-drives undelivered on restart. At-least-once delivery + idempotent
intake = credited exactly once.
**Events.** The payments domain writes `payment_events` (succeeded / failed / refunded); a
dispatcher fans out over channels — the live gRPC stream if the user is in-app, else the
existing `botlink` push / email relay. "Payment failed" (an **active** provider decline, not
an abandoned pending) is surfaced to the user; "payment succeeded" is a hook (email / bot
message).
**Refunds.** ToS is **non-refundable** — we do not offer refunds to the user. An admin may
issue a **manual** refund (edge case: a user demands one shortly after paying / closes their
account — tie into `accountdelete`, which already preserves messages). **External** refunds
(chargeback / store decision / TG / VK) are honoured: the system takes the `refunded` event,
**best-effort** revokes the benefit (never going negative; if chips were already spent, it
records the loss + an abuse flag), and writes to the ledger. The ledger is **export-ready**
for future tax reporting and Robokassa reconciliation (reconciliation itself is not built
yet; the schema stays compatible).
## 10. Ads
**Launch scope: VK only** for video (rewarded payout in RUB, ОРД automatic, API ready).
web/native/TG keep the existing house **text banner** only; video is deferred until a
ruble-paying in-app network exists. The ad provider is behind an **abstraction** so a future
network for other platforms slots in without rework. Crypto-payout networks (AdsGram/AdMob)
are rejected — no legal ruble income for a self-employed (НПД) developer.
**Rewarded** (voluntary video for chips) credits chips through payments on the network's
**server verify callback** (client not believed, like a payment). On-launch anti-fraud is
the provider's verify only (no own daily cap yet; the abstraction allows adding caps later).
**Interstitial** (post-move fullscreen), configurable server-side values:
- Global cooldown **per user, across all games**, default **5 min**.
- **`vs_ai` — 30 min** (aligned with the hint cooldown, so it does not scare casual players).
- Applying a **hint** triggers a post-move interstitial **independently** of the main
cooldown, with its own **1-min** cooldown.
- Offline — banner only.
- Respect VK's own frequency caps.
**No ads offline** beyond the house banner. The `no-ads` benefit suppresses the banner via
the existing `ads.Eligible` (`backend/internal/ads/ads.go`), which is extended to gate on
the **origin benefit applicable in the current context** rather than one global flag.
## 11. Admin, audit, reporting
**Append-only ledger + materialized balance.** The operations ledger is **INSERT-only**
(never UPDATE/DELETE — full audit). Segment balances `(account, source)` and benefits
`(account, origin)` are a fast **materialized** cache, updated **in the same transaction** as
the ledger write, and recomputable from the ledger for reconciliation.
**Admin rewards.** An admin grants **concrete values only** (no-ads / hints) — **never
chips** (a gifted currency balance = a store cash-desk bypass). The admin **picks the
origin** at grant time (compliance is on them: `origin=vk` point-wise/low-volume = low risk,
`origin=direct` = safe). A grant is a ledger transaction of type `admin_grant`, price 0
chips — full audit of rewards.
**Per-user financial report** in the admin console `/_gm` — segment balances, payments,
spends, grants, refunds, full history — as an extension of the existing user card
(`UserDetailView`, `handlers_admin_console.go`). Plus a ledger export.
## 12. Taxes and compliance
Receipts are automatic **through the provider**, and differ by rail:
- **Robokassa** (direct) — self-employed НПД receipt on payment.
- **VK** — VK processes Votes through the tax authority itself; nothing to do.
- **TG Stars** — no tax side (for a RU self-employed, Stars are not legally withdrawable = not
НПД income; accepted, no receipt issued).
**ОРД** (ad marking) for VK ads is handled on VK's side. (Not legal advice — the owner
confirms the exact НПД scheme with a tax advisor.)
## 13. Distribution (native Android)
- **RuStore** — Robokassa/external gate allowed (0%); native = clean `direct` context.
- **Google Play** — direct purchases are **hidden**; the Wallet shows a stub ("install the
RuStore build to make purchases"). Rewarded ads and spending already-earned chips still
work. Confirm Google's current in-app-currency rules before the GP release.
## 14. Data model (schema `payments`)
The payments domain lives in its **own schema `payments`** in the shared Postgres instance,
with its own DB role (rights limited to `payments`) and a domain package behind a hard
interface. There is **no cross-schema foreign key** to `backend.accounts` — an account id is a
plain value here, kept consistent in code and joined to the tombstoned account /
retained-identities dossier by the stable id. That keeps the chip↔benefit spend atomic
**within `payments`** and the domain extractable into its own database. Durability is **PITR**
(continuous WAL archive), independent of DB topology.
Core tables (final names/columns fixed in `PLAN.md`):
- **ledger** — append-only operations: fund / spend / `admin_grant` / refund; `(provider,
provider_payment_id)` unique for idempotency; export-ready.
- **balances** — materialized `(account_id, source) → chips`.
- **benefits** — materialized `(account_id, origin)` → no-ads `paid_until`/`forever` +
hints count.
- **catalog** — atoms + products (soft-deletable), per-method prices, chip-purchase rates,
rewarded payout.
- **orders** — pending purchases, `order_id`, expected amount, origin, status
(pending/paid/expired).
- **payment_events** — succeeded/failed/refunded for the dispatcher.
Legacy `accounts.hint_balance` and `accounts.paid_account` are **deprecated** in favour of the
segmented model and dropped in a later **contract-phase** migration (expand-contract, after the
currency core flips reads and Release 2 — image rollback stays DB-safe); neither was ever set in
prod (no purchase flow existed), so legacy values are zeroed.
## 15. Glossary
- **Фишка / chip** — the in-game currency; uniform unit, segmented by `source`.
- **source** — where chips were funded (`vk`/`telegram`/`direct`).
- **origin** — where a value was bought; governs where the benefit applies.
- **value / benefit** — what chips buy (no-ads, hints, tournament fee).
- **gate** — the one-directional store-compliance rule (§4).
- **ledger** — the append-only record of all money/value operations.
- **rail** — a payment provider (Robokassa / VK Votes / TG Stars).
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# PAYMENTS — механики монетизации
Русское зеркало [`PAYMENTS.md`](PAYMENTS.md) (английская версия — основная). Описывает
домен монетизации: игровую валюту, кошельки, ценности, правила комплаенса сторов, приём
платежей, рекламу, каталог, журнал операций и отчёты. Каждую правку `PAYMENTS.md` зеркалим
сюда в том же PR (как `FUNCTIONAL.md`/`FUNCTIONAL_ru.md`).
Читать перед любым изменением платёжного поведения. Технический план внедрения —
[`../PLAN.md`](../PLAN.md).
> Статус: спецификация утверждена; внедрение поэтапно (см. `PLAN.md`). В проде пока ничего
> из этого нет.
## 1. Обзор
Игра зарабатывает двумя независимыми каналами:
- **Покупки** игровой валюты **«Фишка»** за реальные деньги, затем трата Фишек на
**ценности** (бенефиты).
- **Реклама** — ролик за награду пополняет Фишки; полноэкранный ролик и наш баннер
зарабатывают показами.
Валюта **двухуровневая**:
```
деньги (Голоса VK / Stars TG / рубли через Robokassa) ─┐
├─► Фишки ──► ценности
просмотр ролика за награду ─┘ (без рекламы,
подсказки,
турнирный взнос)
```
Фишки — единая единица витрины. Деньги и просмотры **пополняют** Фишки; Фишки **покупают**
ценности. Прямой оплаты ценности деньгами нет — всегда через Фишки.
## 2. Модель валюты
**Одна Фишка равна одной Фишке везде** — единица единая. Разница между методами оплаты
целиком в **курсе покупки**: пакет Фишек стоит *X* Голосов / *Y* Stars / *Z* рублей, и курс
учитывает комиссию каждого стора. Цены ценностей фиксированы **в Фишках** и одинаковы для
всех методов.
Баланс Фишек **сегментирован по «источнику» (`source`)** — платформе, где Фишки пополнены:
| `source` | Чем пополняется |
|------------|------------------------------------|
| `vk` | Покупка за Голоса VK, ролик за награду в VK |
| `telegram` | Покупка за Stars TG |
| `direct` | Покупка через Robokassa (web / native) |
Один аккаунт держит все три сегмента одновременно: `баланс = (account_id, source)`, до трёх
записей — запись материализуется лениво при первом пополнении сегмента, отсутствующий сегмент
читается как ноль. Сегментация **не** по привязке (identity) — см. §6.
Почему сегментировано, а не один общий баланс: правила сторов запрещают активировать
ценность, оплаченную мимо их кассы. Фишки, пополненные внутри VK (Голоса), тратятся только
в контексте VK; Stars — только внутри Telegram; Фишки от Robokassa (`direct`) — только вне
сторов. См. §4.
## 3. Три операции, которые нельзя путать
Не смешивать — у них разные ключи:
1. **Пополнить Фишки** — деньги/реклама → сегмент `source` Фишек, по **контексту
исполнения**.
2. **Потратить Фишки = купить ценность** — сегмент → бенефит, по контексту с гейтом (§4).
Здесь бенефит **рождается** и помечается своим `origin`.
3. **Применить бенефит** во времени (напр. «без рекламы до *T*») — по правилу `origin`
(§5).
`source` (где пополнены Фишки) и `origin` (где куплена ценность) используют одно множество
значений `{vk, telegram, direct}`, но значат разное. В вебе они расходятся: покупка в вебе
может списать `vk`-Фишки (`source=vk`) в `direct`-покупку (`origin=direct`).
## 4. Гейт комплаенса сторов
Стена комплаенса **односторонняя**. Опасное направление — активация оплаченной снаружи
ценности *внутри* обёртки стора — заблокировано; безопасное (бенефит стора действует
наружу, в открытом вебе) — разрешено.
**Контекст траты → какие сегменты/бенефиты доступны:**
| Контекст исполнения | Тратимые сегменты Фишек | Приоритет траты |
|----------------------|---------------------------|--------------------|
| Внутри VK (Android) | `vk` | — |
| Внутри VK (iOS) | нет — заморожено (только просмотр) | — |
| Внутри Telegram | `telegram` | — |
| Web / native (Direct)| `direct` + `vk` + `telegram` | direct → vk → tg |
- Внутри VK/TG доступен только одноимённый сегмент; всё остальное (в первую очередь
`direct`) там невидимо как тратимое.
- В вебе у стора нет юрисдикции, поэтому доступны все привязанные сегменты, списываются по
приоритету direct → vk → tg.
- **VK iOS** заморожен для траты (Apple запрещает тратить виртуальную валюту на цифровые
товары мимо IAP внутри VK на iOS): баланс показывается числом, но покупка/трата
невозможны. Ранее купленный бенефит там всё равно *действует*.
Аккаунт **единый** (привязки сливаются, один профиль/друзья/статистика). Гейт
**логический**: в контексте VK/TG сервер активирует только одноимённый сегмент. Держится на
**доверенном сигнале платформы** (§8) — клиенту не верим. Когда платформу нельзя доверенно
установить, гейт **fail-closed**: траты/покупки запрещены, только просмотр.
### Одностороннее применение бенефита
Бенефит несёт `origin` = **контекст покупки** (не «чем оплачено»). Покупка в вебе за
`vk`-Фишки всё равно даёт `origin=direct`.
| `origin` | Где действует бенефит |
|------------------|----------------------------------------------------|
| `vk` / `telegram`| **Везде** — внутри своего стора *и* наружу в web/native |
| `direct` | **Только** web/native — никогда внутри VK/TG (= бан) |
Перед тратой в вебе `vk`/`telegram`-Фишек интерфейс **предупреждает**, что ценность будет
доступна только здесь (web/native) из-за ограничений VK/TG.
## 5. Ценности
Три разные сущности, не смешивать:
- **Фишки** — валюта. Сегмент по `source`.
- **Подсказки** — расходник, покупается за Фишки. Сегмент по `origin`. Тратятся по одной в
онлайн-играх; в `vs_ai` подсказки бесплатны/безлимитны (30-мин кулдаун, не в счёт).
Подсказка в игре списывается из `origin`, применимого в текущем контексте (то же
одностороннее послабление).
- **Без рекламы** — срок-бенефит, покупается за Фишки. Сегмент по `origin`.
**Складывание «без рекламы».** Покупка срока продлевает `paid_until[origin] += срок` от
`max(сейчас, текущий конец)` — остаток не теряется («сроки плюсуются»). **Навсегда**
отдельный вечный флаг, перекрывает сроки. «Реклама выключена в контексте *P*» ⇔ есть
применимый в *P* `origin` с `paid_until > сейчас` (в вебе берём максимум по direct/vk/tg; в
VK только vk; в TG только tg).
**Что гасит «без рекламы»:** верхний баннер **и** полноэкранный ролик после хода.
Добровольный **ролик за награду** (за Фишки) не гасится — это выбор пользователя.
**Турнирный взнос** — будущий тип ценности; атом заложен, механика позже.
## 6. Жизненный цикл кошелька
**Правило доступности сегмента.** Сегмент тратим ⇔ на аккаунте есть привязка этого
`source` (для `direct` — устойчивая привязка/email). Отсюда unlink/мерж выводятся
естественно.
**Отвязка (vk/tg).** Разрешена даже при ненулевом балансе/активном бенефите. Сегмент не
сжигается — он **засыпает** (нет привязки ⇒ недоступен в VK *и*, без привязки, недоступен
как подтянутый веб-сегмент); повторная привязка будит. Перед отвязкой предупреждение
(«N Фишек станут недоступны до повторной привязки»). Последнюю привязку отвязать нельзя
(существующий `ErrLastIdentity`).
**Мерж.** Сегменты и бенефиты сливаются **по origin**: одноимённые складываются (Фишки
суммируются, сроки бенефита продлеваются по origin), разные сосуществуют. Это расширяет
текущий мерж аккаунтов (`hint_balance +=`, `paid_account OR=`), так что origin сохраняется и
ничего не протекает между платформами.
**Гость.** У гостевого аккаунта **вообще нет кошелька** — раздел «Кошелёк» скрыт, покупок
нет, баланса нет, by design. Балансы — только у durable-аккаунтов. Поэтому чистильщик
гостей удаляет их свободно (денег там быть не может). В `direct` email обязателен **перед
первой покупкой** как якорь восстановления (в VK/TG якорь — сама vk/tg-привязка);
переиспользуем существующий флоу email (запрос кода → подтверждение → снятие флага гостя →
durable).
## 7. Каталог и цены
Каталог **конфигурируемый** — продукты, цены, курсы покупки и награда за ролик живут в базе
и правятся в админке, без релиза.
- **Базовые ценности (атомы):** Фишки, подсказки, дни без рекламы, участие в турнире.
- **Продукт = набор атомов + цена.** Продаётся по одной или комбо (напр. «250 подсказок +
30 дней без рекламы»).
- **Пакет Фишек** (пополняет Фишки) — цена **per-метод** (мультивалютная Голоса/Stars/руб)
одним продуктом.
- **Ценность** (за Фишки) — цена **в Фишках** (единая для всех методов).
**Деактивация, не удаление.** Продукты деактивируются (soft-delete). Состоявшаяся покупка
хранит **снимок** проданного (состав атомов + цена на момент) в архиве, чтобы
история/чеки/налоги не зависели от последующих правок каталога.
## 8. Доверенный сигнал платформы
Гейту (§4) нужен **доверенный, неподделываемый** контекст платформы на сервере. Клиент —
никогда не источник правды.
- Платформа — **свойство сессии**, переподтверждается свежей подписью на **каждом холодном
старте** — VK launch-params `sign` / TG `initData` (валидатор уже есть в
`platform/telegram/internal/initdata`). Обёртки VK/TG шлют подпись при каждом открытии,
так что это не одноразовый вход.
- `direct` устанавливается самим фактом создания веб/native-сессии (внешней подписи нет и
не нужно — доступ к vk/tg-сегментам в direct-контексте всё равно требует реальной
привязки, §6).
- Платформа несёт **kind** (`vk`/`telegram`/`direct`) **плюс подтип**
(`ios`/`android`/`web`) — подтип обязателен (VK iOS заморожен).
- Гейтвей резолвит сессию и передаёт `platform` в бэкенд (рядом с существующим
`X-User-ID`).
- **Fail-closed:** недоверенная/неподтверждённая платформа (VK/TG-сессия без валидной
подписи на холодном старте; старая сессия без записанной платформы) запрещает
траты/покупки и применение любого чужого origin — только просмотр.
## 9. Приём платежей
**Только серверный колбэк провайдера.** Фишки начисляются лишь по **проверенному**
(подпись/HMAC) серверному колбэку — Robokassa webhook / TG `successful_payment` / VK
callback. Клиентское «я оплатил» игнорируется.
**Единственный писатель.** Один платёжный домен — единственный, кто пишет в журнал операций.
Публичные вебхуки (Robokassa/VK) терминируются на краю (Caddy/gateway) и проксируются в
платёжный домен; TG `successful_payment` приходит боту, тот форвардит в платёжный домен.
Одно место начисляет и защищает от повторов.
**Флоу заказа.** Сервер заранее создаёт `order(pending)` с account / платформой / пакетом /
ожидаемой суммой / origin. `order_id` прокидывается провайдеру (Robokassa `InvId` / TG
`invoice_payload` / VK `item` — точную форму VK уточнить при интеграции). Колбэк матчится по
`order_id` (никогда по сумме, поэтому коллизии одинаковых сумм невозможны), сверяет сумму,
начисляет, помечает `paid`. **Защита от повторов:** дедуп по `(провайдер,
provider_payment_id)`.
**Pending невидим** пользователю; авто-истекает по таймауту (~30 мин, гигиена базы).
Валидный колбэк исполняется **всегда**, даже на истёкшем заказе (`expired` ≠ отмена —
деньги реальны, Фишки должны быть выданы). Пользователь видит только успешные покупки.
**Outbox TG-бота.** `successful_payment` приходит только боту (Bot API, не Mini App), а
хост бота слабый и может терять связь, поэтому бот — durable-звено. Store-and-forward на
**SQLite** на диске бота: получил → сохранил → подтвердил апдейт Telegram → форвардит в
платёжный домен (идемпотентно, дедуп по `telegram_payment_charge_id`) → ack → пометил
`forwarded`. Ретраи с backoff; дореталивает недоставленное при рестарте. Доставка
at-least-once + идемпотентный приём = начисление ровно один раз.
**События.** Платёжный домен пишет `payment_events` (succeeded / failed / refunded);
диспетчер рассылает по каналам — live gRPC-стрим, если пользователь в аппе, иначе
существующий пуш `botlink` / email. «Оплата не прошла» (**активный** отказ провайдера, не
брошенный pending) доводится до пользователя; «оплата прошла» — хук (письмо / сообщение в
бота).
**Возвраты.** ToS — **невозвратно**, пользователю возврат не предлагаем. Админ может сделать
**ручной** возврат (крайний случай: пользователь требует вскоре после оплаты / закрывает
аккаунт — связано с `accountdelete`, где уже сохраняются сообщения). **Внешние** возвраты
(чарджбек / решение стора / TG / VK) обрабатываются: система принимает событие `refunded`,
**по возможности** отзывает бенефит (в минус не уходим; если Фишки уже потрачены —
фиксирует убыток + флаг защиты от злоупотреблений), пишет в журнал. Журнал операций
**спроектирован экспортопригодным** для будущей налоговой отчётности и сверки с Robokassa
(саму сверку пока не строим; схема остаётся совместимой).
## 10. Реклама
**Охват на старте: только VK** для видео (награда в рублях, ОРД автоматом, API готов).
web/native/TG держат только существующий наш **текст-баннер**; видео отложено до появления
рублёвой in-app сети. Рекламный провайдер за **абстракцией**, чтобы будущая сеть для других
платформ встроилась без переделки. Крипто-сети (AdsGram/AdMob) отвергнуты — нет легального
рублёвого дохода самозанятому (НПД).
**Ролик за награду** (добровольное видео за Фишки) начисляет Фишки через платёжный домен по
**серверному verify-колбэку** сети (клиенту не верим, как платежу). Антифрод на старте — только
verify провайдера (своего дневного потолка пока нет; абстракция позволит добавить лимиты
позже).
**Полноэкранный ролик** (после хода), конфигурируемые серверные значения:
- Глобальный кулдаун **на пользователя, сквозь все партии**, дефолт **5 мин**.
- **`vs_ai` — 30 мин** (соосно кулдауну подсказок, чтобы не отпугивать казуалов).
- Применение **подсказки** триггерит ролик после хода **независимо** от основного кулдауна,
со своим кулдауном **1 мин**.
- Оффлайн — только баннер.
- Уважать собственные лимиты частоты VK.
**Оффлайн без рекламы**, кроме нашего баннера. Бенефит `без рекламы` гасит баннер через
существующий `ads.Eligible` (`backend/internal/ads/ads.go`), который расширяется до гейта по
**origin-бенефиту, применимому в текущем контексте**, а не по одному глобальному флагу.
## 11. Админ, аудит, отчётность
**Неизменяемый журнал операций + материализованный баланс.** Журнал операций **только на
INSERT** (никогда UPDATE/DELETE — полный аудит). Балансы сегментов `(account, source)` и
бенефиты `(account, origin)` — быстрый **материализованный** кэш, обновляется **в той же
транзакции**, что и запись журнала, и пересчитывается из журнала для сверки.
**Награждение админом.** Админ начисляет **только конкретные ценности** (без рекламы /
подсказки) — **никогда не Фишки** (подаренный баланс валюты = обход кассы стора). Админ
**выбирает origin** при выдаче (ответственность за комплаенс на нём: `origin=vk`
точечно/малый объём = низкий риск, `origin=direct` = безопасно). Грант — транзакция журнала
типа `admin_grant`, цена 0 Фишек — полный аудит наград.
**Финансовый отчёт по пользователю** в админке `/_gm` — балансы сегментов, платежи, траты,
гранты, возвраты, полная история — расширение существующей карточки (`UserDetailView`,
`handlers_admin_console.go`). Плюс экспорт журнала.
## 12. Налоги и комплаенс
Чеки формируются автоматически **на стороне провайдера** и отличаются по каналу:
- **Robokassa** (direct) — чек НПД самозанятого при оплате.
- **VK** — VK сам процессит Голоса через налоговую; делать нечего.
- **TG Stars** — налоговой стороны нет (для РФ-самозанятого Stars легально невыводимы = не
доход НПД; принимаем, чек не формируем).
**ОРД** (маркировка рекламы) по VK-рекламе — на стороне VK. (Не юридическая консультация —
владелец сверяет точную схему НПД с налоговым консультантом.)
## 13. Дистрибуция (native Android)
- **RuStore** — Robokassa/внешний гейт разрешён (0%); native = чистый контекст `direct`.
- **Google Play** — direct-покупки **скрыты**; «Кошелёк» показывает заглушку («установите
версию из RuStore для покупок»). Ролик за награду и трата уже накопленных Фишек работают.
Перед GP-релизом свериться с актуальными правилами Google по внутренней валюте.
## 14. Модель данных (схема `payments`)
Платёжный домен живёт в **своей схеме `payments`** в общем инстансе Postgres, со своим
DB-ролём (права только на `payments`) и доменным пакетом за жёстким интерфейсом.
**Cross-schema внешнего ключа** к `backend.accounts` **нет** — идентификатор аккаунта здесь
обычное значение, согласуемое в коде и связываемое с tombstone-аккаунтом / досье
retained-identities по стабильному id. Это держит трату «Фишки↔бенефит» атомарной **внутри
`payments`** и делает домен извлекаемым в свою базу. Сохранность — **PITR** (непрерывный
WAL-архив), независимо от топологии базы.
Основные таблицы (финальные имена/колонки — в `PLAN.md`):
- **журнал операций (ledger)** — append-only операции: пополнение / трата / `admin_grant` /
возврат; `(провайдер, provider_payment_id)` уникален для защиты от повторов;
экспортопригоден.
- **балансы** — материализованные `(account_id, source) → Фишки`.
- **бенефиты** — материализованные `(account_id, origin)` → «без рекламы»
`paid_until`/`forever` + счётчик подсказок.
- **каталог** — атомы + продукты (деактивируемые), цены per-метод, курсы покупки Фишек,
награда за ролик.
- **заказы (orders)** — pending-покупки, `order_id`, ожидаемая сумма, origin, статус
(pending/paid/expired).
- **payment_events** — succeeded/failed/refunded для диспетчера.
Legacy `accounts.hint_balance` и `accounts.paid_account` **устаревают** в пользу
сегментированной модели и удаляются в отдельной **contract-миграции** (expand-contract, после
того как валютное ядро переключит чтения, и после Release 2 — откат образа остаётся безопасным
для БД); ни то, ни другое в проде никогда не выставлялось (потока покупки не было), поэтому
legacy-значения обнуляются.
## 15. Словарь
- **Фишка** — игровая валюта; единая единица, сегментирована по `source`.
- **source (источник)** — где пополнены Фишки (`vk`/`telegram`/`direct`).
- **origin (происхождение)** — где куплена ценность; определяет, где действует бенефит.
- **ценность / бенефит** — то, что покупается за Фишки (без рекламы, подсказки, турнирный
взнос).
- **гейт** — одностороннее правило комплаенса сторов (§4).
- **журнал операций (ledger)** — неизменяемая запись всех операций с деньгами/ценностями.
- **платёжный канал / рельса** — платёжный провайдер (Robokassa / Голоса VK / Stars TG).
+12 -1
View File
@@ -20,7 +20,18 @@ tests or touching CI.
derivation and the GCG share/copy/download choice, plus Playwright specs against the
mock for the friends screen (code issue/redeem, accept a request), the lobby
invitations section, the stats screen, profile editing, and the export chooser's
finished-only visibility + its signed-URL download flow (route-intercepted).
finished-only visibility + its signed-URL download flow (route-intercepted). The
**offline mode** spec (`e2e/offline.spec.ts`) plays a full device-local `vs_ai` game
end-to-end: it forces the installed-PWA display mode, enters offline through the
Settings toggle (whose readiness check fetches the enabled variants' dawgs), then creates
and plays a local game with a **pinned bag seed** (`window.__mock.setLocalSeed`, so the
rack is deterministic and the human can tap out a precomputed opening), asserting the
robot's real reply and the IndexedDB replay after a reload. A local game needs a real
dictionary, so the mock's `fetchDict` serves the per-variant dawgs from the preview
build's `/e2edict/`, copied in by `scripts/e2e-dict.mjs` from `E2E_DICT_DIR` — the `ui`
CI job fetches the `scrabble-dictionary` release like the Go jobs; locally it defaults to
the sibling `scrabble-solver/dawg`. These dawgs are never committed and never enter the
production build.
- **Render sidecar** — `renderer/` (Node + skia-canvas executing the shared
`ui/src/lib/gameimage.ts`) carries a `node --test` smoke: the committed fixture (a
real self-played 35-move game) must rasterize to a plausible PNG
+4 -3
View File
@@ -8,9 +8,10 @@ backend over REST/JSON, and bridges the backend's gRPC push stream to each
client's in-app live channel. It **embeds the static UI build** (`go:embed`, baked
in by the gateway image's node stage) and serves a **landing page** at `/` and the game
**SPA** at `/app/` (web), `/telegram/` (the Telegram Mini App) and `/vk/` (the VK Mini App) — the single-origin model.
The web SPA is an installable **PWA**: it serves `manifest.webmanifest` (with the `.webmanifest`
MIME type registered in-process — the distroless image has no `/etc/mime.types`) and the
install-only `sw.js`, both shipped unhashed from `ui/public/`.
The web SPA is an installable **PWA**: it serves `manifest.webmanifest` (unhashed from `ui/public/`,
with the `.webmanifest` MIME type registered in-process — the distroless image has no
`/etc/mime.types`) and the app-shell `sw.js` (built from `ui/src/sw.ts` by vite-plugin-pwa, which
precaches the shell + assets so an installed PWA cold-launches offline).
Hash-named `/assets/*` are served `immutable`; the HTML shells are `no-cache`. It can also serve the
backend's admin console at `/_gm` behind HTTP Basic-Auth for a local non-caddy run;
in the deployed contour the front caddy owns `/_gm` (see
+17 -7
View File
@@ -42,6 +42,15 @@ type ProfileResp struct {
Email string `json:"email"`
TelegramLinked bool `json:"telegram_linked"`
VkLinked bool `json:"vk_linked"`
// DictVersions is the current dictionary version per game variant, forwarded verbatim
// into the Profile payload so an offline-capable client preloads the matching dawg.
DictVersions []DictVersion `json:"dict_versions,omitempty"`
}
// DictVersion pairs a game variant's stable label with its current dictionary version.
type DictVersion struct {
Variant string `json:"variant"`
Version string `json:"version"`
}
// BannerResp is the advertising-banner block of an eligible viewer's profile: the
@@ -172,13 +181,14 @@ type AlphabetEntryJSON struct {
// StateResp is a player's view of a game. Rack carries wire alphabet indices;
// Alphabet is present only when the request asked for it.
type StateResp struct {
Game GameResp `json:"game"`
Seat int `json:"seat"`
Rack []int `json:"rack"`
BagLen int `json:"bag_len"`
HintsRemaining int `json:"hints_remaining"`
WalletBalance int `json:"wallet_balance"`
Alphabet []AlphabetEntryJSON `json:"alphabet,omitempty"`
Game GameResp `json:"game"`
Seat int `json:"seat"`
Rack []int `json:"rack"`
BagLen int `json:"bag_len"`
HintsRemaining int `json:"hints_remaining"`
WalletBalance int `json:"wallet_balance"`
HintUnlockLeftSeconds int `json:"hint_unlock_left_seconds"`
Alphabet []AlphabetEntryJSON `json:"alphabet,omitempty"`
}
// MatchResp reports an auto-match outcome.
+37 -7
View File
@@ -95,6 +95,7 @@ func encodeProfile(p backendclient.ProfileResp) []byte {
banner = encodeBanner(b, *p.Banner)
}
prefs := buildStringVector(b, p.VariantPreferences, fb.ProfileStartVariantPreferencesVector)
dictVersions := encodeDictVersions(b, p.DictVersions)
fb.ProfileStart(b)
fb.ProfileAddUserId(b, uid)
fb.ProfileAddDisplayName(b, name)
@@ -111,6 +112,9 @@ func encodeProfile(p backendclient.ProfileResp) []byte {
fb.ProfileAddEmail(b, email)
fb.ProfileAddTelegramLinked(b, p.TelegramLinked)
fb.ProfileAddVkLinked(b, p.VkLinked)
if dictVersions != 0 {
fb.ProfileAddDictVersions(b, dictVersions)
}
if p.Banner != nil {
fb.ProfileAddBanner(b, banner)
}
@@ -118,6 +122,31 @@ func encodeProfile(p backendclient.ProfileResp) []byte {
return b.FinishedBytes()
}
// encodeDictVersions builds the Profile's dict_versions vector — one DictVersion table per
// variant/version pair — and returns its offset, or 0 when there are none (the field is then
// omitted). Every child table and its strings are created before the vector is opened, per the
// FlatBuffers rule against nesting a table under one still being built; the caller invokes it
// before ProfileStart for the same reason.
func encodeDictVersions(b *flatbuffers.Builder, dvs []backendclient.DictVersion) flatbuffers.UOffsetT {
if len(dvs) == 0 {
return 0
}
offsets := make([]flatbuffers.UOffsetT, len(dvs))
for i, dv := range dvs {
variant := b.CreateString(dv.Variant)
version := b.CreateString(dv.Version)
fb.DictVersionStart(b)
fb.DictVersionAddVariant(b, variant)
fb.DictVersionAddVersion(b, version)
offsets[i] = fb.DictVersionEnd(b)
}
fb.ProfileStartDictVersionsVector(b, len(offsets))
for i := len(offsets) - 1; i >= 0; i-- {
b.PrependUOffsetT(offsets[i])
}
return b.EndVector(len(offsets))
}
// optString creates a FlatBuffers string for a non-empty value, or 0 to omit the
// optional field (the client then reads it as absent).
func optString(b *flatbuffers.Builder, s string) flatbuffers.UOffsetT {
@@ -270,13 +299,14 @@ func toWireState(s backendclient.StateResp) wire.StateView {
alphabet[i] = wire.AlphabetEntry{Index: e.Index, Letter: e.Letter, Value: e.Value}
}
return wire.StateView{
Game: toWireGame(s.Game),
Seat: s.Seat,
Rack: s.Rack,
BagLen: s.BagLen,
HintsRemaining: s.HintsRemaining,
WalletBalance: s.WalletBalance,
Alphabet: alphabet,
Game: toWireGame(s.Game),
Seat: s.Seat,
Rack: s.Rack,
BagLen: s.BagLen,
HintsRemaining: s.HintsRemaining,
WalletBalance: s.WalletBalance,
HintUnlockLeftSeconds: s.HintUnlockLeftSeconds,
Alphabet: alphabet,
}
}
+3 -3
View File
@@ -59,7 +59,7 @@ func TestGameStateRoundTripForwardsUserID(t *testing.T) {
if r.URL.Path != "/api/v1/user/games/g-1/state" {
t.Errorf("unexpected path %q", r.URL.Path)
}
_, _ = w.Write([]byte(`{"game":{"id":"g-1","variant":"scrabble_en","status":"active","players":2,"to_move":1,"seats":[{"seat":0,"account_id":"u-7","score":5}]},"seat":0,"rack":[0,1],"bag_len":80,"hints_remaining":4,"wallet_balance":3}`))
_, _ = w.Write([]byte(`{"game":{"id":"g-1","variant":"scrabble_en","status":"active","players":2,"to_move":1,"seats":[{"seat":0,"account_id":"u-7","score":5}]},"seat":0,"rack":[0,1],"bag_len":80,"hints_remaining":4,"wallet_balance":3,"hint_unlock_left_seconds":1200}`))
})
defer cleanup()
@@ -77,8 +77,8 @@ func TestGameStateRoundTripForwardsUserID(t *testing.T) {
t.Fatalf("handler: %v", err)
}
st := fb.GetRootAsStateView(payload, 0)
if st.BagLen() != 80 || st.RackLength() != 2 || st.HintsRemaining() != 4 || st.WalletBalance() != 3 {
t.Fatalf("state decoded wrong: bag=%d rack=%d hints=%d wallet=%d", st.BagLen(), st.RackLength(), st.HintsRemaining(), st.WalletBalance())
if st.BagLen() != 80 || st.RackLength() != 2 || st.HintsRemaining() != 4 || st.WalletBalance() != 3 || st.HintUnlockLeftSeconds() != 1200 {
t.Fatalf("state decoded wrong: bag=%d rack=%d hints=%d wallet=%d unlockLeft=%d", st.BagLen(), st.RackLength(), st.HintsRemaining(), st.WalletBalance(), st.HintUnlockLeftSeconds())
}
game := st.Game(nil)
if game == nil || string(game.Id()) != "g-1" || string(game.Variant()) != "scrabble_en" || game.ToMove() != 1 {
+5
View File
@@ -71,6 +71,11 @@ func handlerFor(content fs.FS, stripPrefix, indexName string) http.Handler {
// app (notably a relaunched Telegram Mini App) is a cache hit, not a re-download.
if strings.HasPrefix(name, "assets/") {
w.Header().Set("Cache-Control", "public, max-age=31536000, immutable")
} else if name == "sw.js" {
// The service worker must be revalidated on every load so a new deploy's worker (and its
// fresh precache manifest) is picked up promptly; a cached sw.js would strand clients on
// the old build. The worker's network-first navigation then serves the fresh shell online.
w.Header().Set("Cache-Control", "no-cache")
}
files.ServeHTTP(w, r)
})
+4
View File
@@ -94,6 +94,10 @@ func TestHandlerServesServiceWorkerAsJavaScript(t *testing.T) {
if ct := resp.Header.Get("Content-Type"); !strings.HasPrefix(ct, "text/javascript") {
t.Errorf("Content-Type = %q, want text/javascript", ct)
}
// Revalidated on every load so a new deploy's worker (and its fresh precache) is picked up.
if cc := resp.Header.Get("Cache-Control"); cc != "no-cache" {
t.Errorf("sw.js Cache-Control = %q, want no-cache", cc)
}
}
// TestHandlerFallsBackToShellForUnknownManifestPath guards the trap: a manifest/sw path NOT emitted
+18
View File
@@ -223,6 +223,13 @@ table BannerInfo {
// suppresses out-of-app platform push, leaving only the in-app live stream. banner
// carries the advertising-banner block for an eligible viewer, absent otherwise
// (all added trailing — backward-compatible).
// DictVersion is one variant's current dictionary version, carried on the profile so an offline
// client learns it from an existing cold-start request (no extra call for a rarely-used feature).
table DictVersion {
variant:string;
version:string;
}
table Profile {
user_id:string;
display_name:string;
@@ -245,6 +252,10 @@ table Profile {
email:string;
telegram_linked:bool;
vk_linked:bool;
// dict_versions carries each variant's current dictionary version so an offline client can
// preload the right dictionary and pin a new local game without a separate request (added
// trailing — backward-compatible).
dict_versions:[DictVersion];
}
// BlockStatus reports the caller's current manual block. The UI fetches it after any operation
@@ -305,6 +316,13 @@ table StateView {
// the wallet is a single global figure the client keeps live across games (added trailing —
// backward-compatible).
wallet_balance:int;
// hint_unlock_left_seconds is, for a vs_ai game, how many seconds until the idle hint unlocks
// (the robot's last move plus the idle window, computed from the SERVER clock online / the device
// clock offline, capped at the window and floored at 0); 0 for a human's first move (no robot move
// yet) or a non-vs_ai game. The client anchors a MONOTONIC countdown (performance.now()) to it, so a
// client clock change cannot skew it — see lib/hints. Seconds granularity is enough; sent trailing
// (additive, backward-compatible).
hint_unlock_left_seconds:int;
}
// GameActionRequest carries just a game id (pass / resign / hint / history).
+71
View File
@@ -0,0 +1,71 @@
// Code generated by the FlatBuffers compiler. DO NOT EDIT.
package scrabblefb
import (
flatbuffers "github.com/google/flatbuffers/go"
)
type DictVersion struct {
_tab flatbuffers.Table
}
func GetRootAsDictVersion(buf []byte, offset flatbuffers.UOffsetT) *DictVersion {
n := flatbuffers.GetUOffsetT(buf[offset:])
x := &DictVersion{}
x.Init(buf, n+offset)
return x
}
func FinishDictVersionBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.Finish(offset)
}
func GetSizePrefixedRootAsDictVersion(buf []byte, offset flatbuffers.UOffsetT) *DictVersion {
n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
x := &DictVersion{}
x.Init(buf, n+offset+flatbuffers.SizeUint32)
return x
}
func FinishSizePrefixedDictVersionBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.FinishSizePrefixed(offset)
}
func (rcv *DictVersion) Init(buf []byte, i flatbuffers.UOffsetT) {
rcv._tab.Bytes = buf
rcv._tab.Pos = i
}
func (rcv *DictVersion) Table() flatbuffers.Table {
return rcv._tab
}
func (rcv *DictVersion) Variant() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *DictVersion) Version() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func DictVersionStart(builder *flatbuffers.Builder) {
builder.StartObject(2)
}
func DictVersionAddVariant(builder *flatbuffers.Builder, variant flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(variant), 0)
}
func DictVersionAddVersion(builder *flatbuffers.Builder, version flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(version), 0)
}
func DictVersionEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}
+27 -1
View File
@@ -211,8 +211,28 @@ func (rcv *Profile) MutateVkLinked(n bool) bool {
return rcv._tab.MutateBoolSlot(34, n)
}
func (rcv *Profile) DictVersions(obj *DictVersion, j int) bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(36))
if o != 0 {
x := rcv._tab.Vector(o)
x += flatbuffers.UOffsetT(j) * 4
x = rcv._tab.Indirect(x)
obj.Init(rcv._tab.Bytes, x)
return true
}
return false
}
func (rcv *Profile) DictVersionsLength() int {
o := flatbuffers.UOffsetT(rcv._tab.Offset(36))
if o != 0 {
return rcv._tab.VectorLen(o)
}
return 0
}
func ProfileStart(builder *flatbuffers.Builder) {
builder.StartObject(16)
builder.StartObject(17)
}
func ProfileAddUserId(builder *flatbuffers.Builder, userId flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(userId), 0)
@@ -265,6 +285,12 @@ func ProfileAddTelegramLinked(builder *flatbuffers.Builder, telegramLinked bool)
func ProfileAddVkLinked(builder *flatbuffers.Builder, vkLinked bool) {
builder.PrependBoolSlot(15, vkLinked, false)
}
func ProfileAddDictVersions(builder *flatbuffers.Builder, dictVersions flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(16, flatbuffers.UOffsetT(dictVersions), 0)
}
func ProfileStartDictVersionsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
return builder.StartVector(4, numElems, 4)
}
func ProfileEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}
+16 -1
View File
@@ -156,8 +156,20 @@ func (rcv *StateView) MutateWalletBalance(n int32) bool {
return rcv._tab.MutateInt32Slot(16, n)
}
func (rcv *StateView) HintUnlockLeftSeconds() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(18))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *StateView) MutateHintUnlockLeftSeconds(n int32) bool {
return rcv._tab.MutateInt32Slot(18, n)
}
func StateViewStart(builder *flatbuffers.Builder) {
builder.StartObject(7)
builder.StartObject(8)
}
func StateViewAddGame(builder *flatbuffers.Builder, game flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(game), 0)
@@ -186,6 +198,9 @@ func StateViewStartAlphabetVector(builder *flatbuffers.Builder, numElems int) fl
func StateViewAddWalletBalance(builder *flatbuffers.Builder, walletBalance int32) {
builder.PrependInt32Slot(6, walletBalance, 0)
}
func StateViewAddHintUnlockLeftSeconds(builder *flatbuffers.Builder, hintUnlockLeftSeconds int32) {
builder.PrependInt32Slot(7, hintUnlockLeftSeconds, 0)
}
func StateViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}
+9 -7
View File
@@ -87,13 +87,14 @@ type AlphabetEntry struct {
// (wire alphabet indices), bag size and hint budget. Alphabet is set only when the
// recipient may not have cached the variant's display table yet.
type StateView struct {
Game GameView
Seat int
Rack []int
BagLen int
HintsRemaining int
WalletBalance int
Alphabet []AlphabetEntry
Game GameView
Seat int
Rack []int
BagLen int
HintsRemaining int
WalletBalance int
HintUnlockLeftSeconds int
Alphabet []AlphabetEntry
}
// AccountRef is a referenced account with its display name resolved.
@@ -256,6 +257,7 @@ func BuildStateView(b *flatbuffers.Builder, s StateView) flatbuffers.UOffsetT {
fb.StateViewAddBagLen(b, int32(s.BagLen))
fb.StateViewAddHintsRemaining(b, int32(s.HintsRemaining))
fb.StateViewAddWalletBalance(b, int32(s.WalletBalance))
fb.StateViewAddHintUnlockLeftSeconds(b, int32(s.HintUnlockLeftSeconds))
if hasAlphabet {
fb.StateViewAddAlphabet(b, alphabet)
}
+126
View File
@@ -0,0 +1,126 @@
import { test, expect, type Page } from './fixtures';
// Offline pass-and-play (hotseat) is offered only in offline mode, which is gated to an installed
// standalone PWA with a confirmed email. The mock account has an email; force standalone so the
// Settings offline toggle shows.
async function forceStandalone(page: Page): Promise<void> {
await page.addInitScript(() => {
const orig = window.matchMedia.bind(window);
window.matchMedia = (q: string) =>
(q.includes('display-mode: standalone')
? { matches: true, media: q, onchange: null, addEventListener() {}, removeEventListener() {}, addListener() {}, removeListener() {}, dispatchEvent: () => false }
: orig(q)) as MediaQueryList;
});
}
async function enterLobby(page: Page): Promise<void> {
await page.getByRole('button', { name: /guest|гост/i }).first().click();
await expect(page.locator('button.tab').nth(2)).toBeVisible();
}
async function goOffline(page: Page): Promise<void> {
await page.locator('button.tab').nth(2).click(); // Settings
await page.getByRole('button', { name: /^(Offline|Оффлайн)$/ }).click();
await expect(page.locator('header.nav.offline')).toBeVisible({ timeout: 15000 });
await page.getByRole('button', { name: /Back|Назад/i }).click();
await expect(page.locator('button.tab').nth(2)).toBeVisible();
}
// typePin clicks the on-screen keypad digits (the pad has no OK button — the 4th digit is the action).
// It first waits for the dots to be empty, so a call made right after a previous entry does not lose
// digits during the 250 ms verdict pause (the 4th digit → pause → clear/advance).
async function typePin(page: Page, digits: string): Promise<void> {
await expect(page.locator('.pad .dot.on')).toHaveCount(0);
for (const d of digits) await page.locator('.pad .key', { hasText: d }).click();
}
test.describe('offline hotseat (pass-and-play)', () => {
test('create with a locked seat, unlock, host-skip, terminate from the lobby', async ({ page }) => {
await forceStandalone(page);
await page.goto('/');
await enterLobby(page);
await goOffline(page);
// A known seed: the bag deals a full rack deterministically, AND the seeded seating shuffle keeps
// the roster order (Ann first) so the locked-seat assertions below are stable. (Seat order is
// randomised at start; the shuffle is seed-driven — seed '1' would seat Bob first, '2' Ann first.)
await page.evaluate(() => (window as unknown as { __mock: { setLocalSeed(s: string): void } }).__mock.setLocalSeed('2'));
// New game -> the offline mode selector now offers "with friends" (hotseat).
await page.locator('button.tab').nth(0).click();
await page.getByRole('button', { name: /With friends|друзьями/i }).click();
// The player rows are disabled until the mandatory host (master) PIN is set.
await expect(page.locator('.pname').first()).toBeDisabled();
// Set the host PIN (enter + confirm), then decline taking a seat.
await page.locator('.hostpin .plink').click();
await typePin(page, '9999');
await typePin(page, '9999');
await page.getByRole('button', { name: /^(No|Нет)$/ }).click();
// Pick the English variant (the plaques mirror Quick Match; "Scrabble" is the Latin English name).
await page.locator('.variant', { hasText: 'Scrabble' }).click();
// Two players: Ann (PIN-locked) and Bob (open).
await page.locator('.pname').nth(0).fill('Ann');
await page.locator('.pname').nth(1).fill('Bob');
// Row-delete: a 3rd player's kebab asks the host PIN, which ARMS a ❌ (not a silent delete);
// tapping the ❌ removes the row.
await page.getByRole('button', { name: /Add player|Добавить/i }).click();
await expect(page.locator('.prow')).toHaveCount(3);
await page.locator('.prow').nth(2).locator('.pkebab').click();
await typePin(page, '9999');
const rowDel = page.locator('.prow').nth(2).locator('.prow-del');
await expect(rowDel).toBeVisible();
await rowDel.click();
await expect(page.locator('.prow')).toHaveCount(2);
// Lock Ann's seat with a PIN.
await page.locator('.prow').nth(0).locator('.plink').click();
await typePin(page, '1234');
await typePin(page, '1234');
await page.locator('button.invite').click();
await expect(page.locator('[data-cell]').first()).toBeVisible();
// Ann is to move and PIN-locked: the board is visible but her rack is withheld behind Unlock.
await expect(page.locator('.unlock')).toBeVisible();
await expect(page.locator('.rack .tile')).toHaveCount(0);
// A wrong PIN keeps it locked; the right PIN reveals the full rack.
await page.locator('.unlock').click();
await typePin(page, '0000');
await expect(page.locator('.pad')).toBeVisible(); // still open after a wrong PIN
await typePin(page, '1234');
await expect(page.locator('.rack .tile')).toHaveCount(7);
// Opening the history reveals NO social controls on the seat plaques (a local game is
// account-less), and the Dictionary entry (the comms button) is kept for the active game.
await page.locator('.scoreboard').click();
await expect(page.locator('.fico')).toHaveCount(0);
await expect(page.locator('.chat-ico')).toBeVisible();
await page.locator('.scoreboard').click();
// Host override: 🔐 -> master PIN -> skip the current turn -> confirm. The turn passes to Bob,
// whose seat is open, so his rack shows without a lock.
await page.locator('button.tab', { hasText: /Host|Ведущий/ }).click();
await typePin(page, '9999');
await page.getByRole('button', { name: /Skip|Пропустить/ }).click();
await page.getByRole('button', { name: /^(OK|ОК)$/ }).click();
await expect(page.locator('.unlock')).toHaveCount(0);
await expect(page.locator('.rack .tile')).toHaveCount(7);
// Back in the lobby the active hotseat game has a kebab; terminating it needs the master PIN.
await page.getByRole('button', { name: /Back|Назад/i }).click();
await expect(page.getByText('Ann', { exact: false }).first()).toBeVisible();
await expect(page.locator('.rowwrap')).toHaveCount(1);
await page.locator('.kebab').first().click();
const del = page.locator('.rowwrap.revealed .del');
await expect(del).toBeVisible();
await del.click();
await typePin(page, '9999');
await expect(page.locator('.rowwrap')).toHaveCount(0);
});
});
+95
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@@ -0,0 +1,95 @@
import { test, expect, type Page } from './fixtures';
// The offline mode is gated to an installed standalone PWA with a confirmed email. The mock account
// has an email; force the standalone display mode so the Settings offline toggle is offered. Only the
// `(display-mode: standalone)` query is overridden — theme/reduce-motion queries pass through.
async function forceStandalone(page: Page): Promise<void> {
await page.addInitScript(() => {
const orig = window.matchMedia.bind(window);
window.matchMedia = (q: string) =>
(q.includes('display-mode: standalone')
? { matches: true, media: q, onchange: null, addEventListener() {}, removeEventListener() {}, addListener() {}, removeListener() {}, dispatchEvent: () => false }
: orig(q)) as MediaQueryList;
});
}
// After a load, land in the lobby. The mock cold-starts on the login screen (no seeded session), so
// click through as guest. Waiting for the button (rather than a point-in-time count()) is what makes
// this deterministic: a count() sampled during the pre-login splash frame returned 0, skipped the
// click, and then hung — or latched a transient lobby tab-bar — instead of opening the real lobby.
async function enterLobby(page: Page): Promise<void> {
await page.getByRole('button', { name: /guest|гост/i }).first().click();
// The lobby tab bar has three tabs in a fixed order: New (0), Stats (1), Settings (2). nth() is
// robust to locale, emoji variation selectors and the coachmark anchors (which the first-run
// onboarding strips after it completes).
await expect(page.locator('button.tab').nth(2)).toBeVisible();
}
// Pick a rack tile by its glyph and drop it on a board square (the rack of the pinned-seed game has
// all-distinct letters, so the glyph is unambiguous).
async function placeTile(page: Page, glyph: string, row: number, col: number): Promise<void> {
await page.locator('.rack .tile', { hasText: glyph }).first().click();
await page.locator(`[data-cell][data-row="${row}"][data-col="${col}"]`).click();
}
test.describe('offline mode', () => {
test('enter via the toggle, play a local vs_ai game, persist across a reload', async ({ page }) => {
await forceStandalone(page);
await page.goto('/');
await enterLobby(page);
// Online: a seeded online game (vs Ann) is listed.
await expect(page.getByText('Ann', { exact: false }).first()).toBeVisible();
// Enter offline through the real Settings toggle (its readiness check fetches every enabled
// variant's dawg, served from /e2edict/ by the mock) — the header turns blue with the chip.
await page.locator('button.tab').nth(2).click();
await page.getByRole('button', { name: /^(Offline|Оффлайн)$/ }).click();
await expect(page.locator('header.nav.offline')).toBeVisible({ timeout: 15000 });
// Back in the (now offline) lobby: the online games are hidden and the Stats tab is disabled.
await page.getByRole('button', { name: /Back|Назад/i }).click();
await expect(page.locator('button.tab').nth(2)).toBeVisible();
await expect(page.getByText('Ann', { exact: false })).toHaveCount(0);
await expect(page.locator('button.tab').nth(1)).toBeDisabled();
// Create a device-local English vs_ai game with a pinned bag seed (deals the rack NEWYMAO).
await page.evaluate(() => (window as unknown as { __mock: { setLocalSeed(s: string): void } }).__mock.setLocalSeed('1'));
await page.locator('button.tab').nth(0).click();
// The English variant's display name is "Scrabble" (Latin) in both locales — the Russian
// variants are "Скрэббл"/"Эрудит"/"Erudite", so this uniquely selects the English game.
await page.locator('.variant', { hasText: 'Scrabble' }).click();
await page.locator('button.invite').click();
await expect(page.locator('[data-cell]').first()).toBeVisible();
// The human's first move is not idle-gated: the hint is available at once (no 🔒 lock badge).
await expect(page.locator('.lock')).toHaveCount(0);
// The human plays WAY horizontally across the centre (7,5)-(7,7).
await placeTile(page, 'W', 7, 5);
await placeTile(page, 'A', 7, 6);
await placeTile(page, 'Y', 7, 7);
await expect(page.locator('[data-cell].pending')).toHaveCount(3);
await page.locator('.make').click();
// The play commits and the local robot replies with a real move, so the board carries more than
// WAY's three tiles.
await expect(async () => {
expect(await page.locator('[data-cell].filled').count()).toBeGreaterThan(3);
}).toPass({ timeout: 15000 });
const filled = await page.locator('[data-cell].filled').count();
// Now it is the human's turn again after the robot moved: the idle hint gate arms, so the hint
// button shows the 🔒 lock (it lifts after 30 idle minutes on a monotonic clock — not waited here).
await expect(page.locator('.lock')).toBeVisible();
// Reload: the hash router restores the /game/<id> route and the local game replays from
// IndexedDB with every committed tile intact.
await page.reload();
await expect(page.locator('[data-cell]').first()).toBeVisible();
await expect(page.locator('[data-cell].filled')).toHaveCount(filled);
// The idle-hint gate is persisted (a wall-clock unlock time), so the 🔒 survives the reload —
// the wait was not reset by relaunching.
await expect(page.locator('.lock')).toBeVisible();
});
});
+26
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@@ -0,0 +1,26 @@
import { expect, test } from './fixtures';
// The hash router must update its reactive `route` rune synchronously inside navigate(), not defer it
// to the asynchronous `hashchange` event. Bootstrap flips `app.ready` in the same tick right after
// `navigate('/login')` on an unauthenticated cold start; a route that trailed the hash for one frame
// let App.svelte render the stale route (the empty-hash lobby) under the new login screen — a visible
// lobby-shell flash plus a doomed games.list. It also made the offline e2e flaky: enterLobby could
// latch that transient lobby tab-bar instead of clicking through the login screen.
test('navigate updates the reactive route synchronously (no hashchange lag)', async ({ page }) => {
await page.goto('/');
// The bundle has loaded and installed the mock __router seam once the login screen is up.
await expect(page.getByRole('button', { name: /guest/i })).toBeVisible();
// Read the route in the SAME microtask as the navigate: the fix makes it the new route at once;
// the pre-fix code returned the previous route (it waited for the async hashchange).
const routeAfterNavigate = await page.evaluate(() => {
const r = (window as unknown as { __router: { navigate(p: string): void; route(): string } }).__router;
r.navigate('/settings');
return r.route();
});
expect(routeAfterNavigate).toBe('settings');
// The hash was written too, so a reload/back still resolves the same route.
expect(new URL(page.url()).hash).toBe('#/settings');
});
+69
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@@ -0,0 +1,69 @@
import { test, expect, type Page } from './fixtures';
// Playwright's WebKit has no real soft keyboard, so emulate iOS's visual-viewport behaviour: replace
// window.visualViewport with a controllable fake BEFORE the app boots. The app's syncViewport
// (app.svelte.ts) reads visualViewport.height/offsetTop and mirrors them into --vvh / --vv-top, which
// position the pinned app-shell (app.css html.app-shell body). Driving the fake exercises the exact
// code path the real keyboard triggers on iOS — where the layout viewport does NOT shrink and the
// visual viewport instead offsets down toward the focused field.
async function installFakeViewport(page: Page): Promise<void> {
await page.addInitScript(() => {
const fake = new EventTarget() as EventTarget & { height: number; offsetTop: number; width: number };
fake.height = window.innerHeight;
fake.offsetTop = 0;
fake.width = window.innerWidth;
Object.defineProperty(window, 'visualViewport', { configurable: true, value: fake });
(window as unknown as { __vv: typeof fake }).__vv = fake;
});
}
async function setViewport(page: Page, height: number, offsetTop: number): Promise<void> {
await page.evaluate(
([h, t]) => {
const vv = (window as unknown as { __vv: { height: number; offsetTop: number; dispatchEvent(e: Event): boolean } }).__vv;
vv.height = h;
vv.offsetTop = t;
vv.dispatchEvent(new Event('resize'));
vv.dispatchEvent(new Event('scroll'));
},
[height, offsetTop],
);
}
async function shell(page: Page): Promise<{ vvh: string; top: string; bodyTop: string }> {
return page.evaluate(() => ({
vvh: getComputedStyle(document.documentElement).getPropertyValue('--vvh').trim(),
top: getComputedStyle(document.documentElement).getPropertyValue('--vv-top').trim(),
bodyTop: getComputedStyle(document.body).top,
}));
}
test.describe('visual-viewport shell (soft-keyboard alignment)', () => {
test('the pinned shell follows the visual viewport height AND offset', async ({ page }) => {
await installFakeViewport(page);
await page.goto('/');
await expect(page.locator('html.app-shell')).toBeAttached();
const innerH = await page.evaluate(() => window.innerHeight);
// Keyboard closed: full height, no offset.
await setViewport(page, innerH, 0);
let s = await shell(page);
expect(s.top).toBe('0px');
expect(s.bodyTop).toBe('0px');
// Keyboard open + iOS offset: the visual viewport shrinks AND offsets down. The pinned shell must
// follow BOTH — the body's top must equal the offset (not stay at 0), else the top-anchored
// content shows empty space below (the iOS bug this fixes).
await setViewport(page, innerH - 300, 180);
s = await shell(page);
expect(s.vvh).toBe(`${innerH - 300}px`);
expect(s.top).toBe('180px');
expect(s.bodyTop).toBe('180px');
// Keyboard closed again: the offset reverts to 0 — no stale shift left behind.
await setViewport(page, innerH, 0);
s = await shell(page);
expect(s.top).toBe('0px');
expect(s.bodyTop).toBe('0px');
});
});
+5 -1
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@@ -32,6 +32,10 @@
"svelte-check": "^4.1.0",
"typescript": "^5.7.0",
"vite": "^6.0.0",
"vitest": "^3.0.0"
"vite-plugin-pwa": "^0.21.2",
"vitest": "^3.0.0",
"workbox-core": "^7.4.1",
"workbox-precaching": "^7.4.1",
"workbox-routing": "^7.4.1"
}
}
+4 -1
View File
@@ -21,8 +21,11 @@ export default defineConfig({
// under /app/ and /telegram/): served from the preview root, an absolute base keeps assets at
// /assets/ so the SPA-fallback also boots a subpath like /telegram/. Base only prefixes asset
// URLs, so the minified JS under test is identical to the contour's.
// After the mock build, copy the real per-variant dawgs into the preview output (dist-e2e) so the
// offline spec can play a real local vs_ai game; the files are e2e-only (never committed, never in
// the production build). Source: E2E_DICT_DIR (CI: the fetched release; local: the sibling).
command:
'pnpm exec vite build --mode mock --base / --outDir dist-e2e --emptyOutDir && pnpm exec vite preview --outDir dist-e2e --port 4173 --strictPort',
'pnpm exec vite build --mode mock --base / --outDir dist-e2e --emptyOutDir && node scripts/e2e-dict.mjs && pnpm exec vite preview --outDir dist-e2e --port 4173 --strictPort',
url: 'http://localhost:4173',
reuseExistingServer: !process.env.CI,
timeout: 120_000,
+3195 -21
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-53
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@@ -1,53 +0,0 @@
// Install-only service worker.
//
// Its sole job today is to satisfy Chromium's PWA installability requirement (a registered
// service worker with a fetch handler) so the web app can be installed to the home screen /
// desktop — notably on Android, where the manifest alone is not enough. It deliberately does
// NOT cache assets or the Connect-RPC stream: only top-level navigations are handled,
// network-first with a cached-shell fallback, so the live app, its immutable hashed assets and
// the live event stream are never served stale.
//
// This is the single designated growth point for the planned offline mode (a Settings toggle,
// default online — see docs/ARCHITECTURE.md). Extend the fetch router here; keep the same
// /app/ scope; gate any real caching behind the toggle and coordinate updates with the boot
// version guard.
const SHELL = 'scrabble-shell-v1'; // bump only when the SW strategy itself changes.
self.addEventListener('install', () => {
// No cached content to migrate carefully, so activate the new worker immediately.
self.skipWaiting();
});
self.addEventListener('activate', (event) => {
event.waitUntil(
(async () => {
const keys = await caches.keys();
await Promise.all(keys.filter((k) => k !== SHELL).map((k) => caches.delete(k)));
await self.clients.claim();
})(),
);
});
self.addEventListener('fetch', (event) => {
const req = event.request;
// Only top-level navigations are handled. Hashed assets and the Connect-RPC requests are
// left untouched (no respondWith -> the browser performs its default fetch), so the worker
// can never break the live stream or serve a stale immutable asset.
if (req.mode !== 'navigate') return;
event.respondWith(
(async () => {
try {
const res = await fetch(req);
const cache = await caches.open(SHELL);
// One shell entry regardless of the deep-link path: the hash router resolves the route
// client-side, so any offline navigation can be served the same cached shell.
cache.put('shell', res.clone());
return res;
} catch {
const cache = await caches.open(SHELL);
const cached = await cache.match('shell');
return cached ?? Response.error();
}
})(),
);
});
+10 -4
View File
@@ -20,10 +20,16 @@ import { join } from 'node:path';
const DIST = 'dist';
// Per-chunk gzip budgets in KB. The app entry was raised to 110 for the local move-preview
// wiring, then to 112 for the PWA install feature (the install CTA + the pwa detection /
// service-worker registration live in the app entry; the heavy dict subsystem stays in lazy
// chunks). Its scoped CSS lands in the CSS chunk, not this JS budget.
const BUDGET = { app: 112, shared: 30, landing: 5 };
// wiring, to 112 for the PWA install feature, to 113 for the offline-mode wiring, to 114 for
// the offline auto-detect (the cold-start reachability check and the "no connection" dialog live in
// the boot path), then to 115 for the vs_ai idle-hint gate — its monotonic clock, lock badge and
// countdown toast live in the always-loaded game screen (Game.svelte) — and to 120 for the offline
// pass-and-play (hotseat) mode: the on-screen PIN pad, the creation roster and the in-game host menu
// live in the always-loaded New Game / Game / Lobby screens (the offline engine and the tiny PIN
// hashing stay in lazy chunks / are negligible). The heavy parts — the dict loader, the move
// generator and the preload orchestration — still stay in lazy chunks. Scoped CSS lands in the CSS
// chunk, not this JS budget.
const BUDGET = { app: 120, shared: 30, landing: 5 };
// gzipped returns the gzipped byte size of a built asset, or 0 when the reference is not a
// local file (e.g. the Telegram SDK loaded from a CDN) or is missing.
+35
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@@ -0,0 +1,35 @@
// Copies the real per-variant dictionary DAWGs into the mock e2e preview output (dist-e2e/e2edict/)
// so the offline spec can create and play a real local vs_ai game (the mock's fetchDict serves these
// files — see lib/mock/client.ts). The dawgs are NEVER committed and never enter the production
// build; they live only in the throwaway dist-e2e/ that `vite preview` serves for Playwright.
//
// Source directory: E2E_DICT_DIR — in CI the fetched scrabble-dictionary release
// ($GITHUB_WORKSPACE/dawg); locally it defaults to the sibling scrabble-solver/dawg checkout. A
// missing source only warns (so the other, dawg-free specs still run); the offline spec then fails
// with an obvious HTTP 404 from fetchDict.
import { existsSync, mkdirSync, copyFileSync } from 'node:fs';
import { join } from 'node:path';
const srcDir = process.env.E2E_DICT_DIR ?? '../../scrabble-solver/dawg';
const outDir = 'dist-e2e/e2edict';
// The app's Variant enum value -> the release dawg file name (matches the movegen/parity mapping).
const dawgFor = {
scrabble_en: 'en_sowpods',
scrabble_ru: 'ru_scrabble',
erudit_ru: 'ru_erudit',
};
mkdirSync(outDir, { recursive: true });
let copied = 0;
for (const [variant, file] of Object.entries(dawgFor)) {
const src = join(srcDir, `${file}.dawg`);
if (!existsSync(src)) {
console.warn(`e2e-dict: missing ${src} — the offline spec will 404 (set E2E_DICT_DIR)`);
continue;
}
copyFileSync(src, join(outDir, `${variant}.dawg`));
copied++;
}
console.log(`e2e-dict: copied ${copied}/${Object.keys(dawgFor).length} dawgs from ${srcDir} -> ${outDir}`);
+59 -1
View File
@@ -1,7 +1,7 @@
<script lang="ts">
import { onMount } from 'svelte';
import { cubicOut } from 'svelte/easing';
import { app, bootstrap } from './lib/app.svelte';
import { app, bootstrap, resolveOfflinePrompt } from './lib/app.svelte';
import { router, type RouteName } from './lib/router.svelte';
import { t } from './lib/i18n/index.svelte';
import Toast from './components/Toast.svelte';
@@ -136,6 +136,21 @@
<Coachmark />
<MaintenanceOverlay />
<!-- Cold-start "no connection" dialog: the reachability check timed out with the network interface
reportedly online, so it is ambiguous. The player chooses to go offline (play local vs_ai) or to
keep trying to connect. bootstrap awaits this choice (app.offlinePrompt). -->
{#if app.offlinePrompt}
<div class="offprompt" role="dialog" aria-modal="true">
<div class="card">
<p class="msg">{t('offline.promptTitle')}</p>
<div class="acts">
<button class="opt primary" onclick={() => resolveOfflinePrompt(true)}>{t('offline.promptYes')}</button>
<button class="opt" onclick={() => resolveOfflinePrompt(false)}>{t('offline.promptNo')}</button>
</div>
</div>
</div>
{/if}
{#if routeIsLobby && !app.splashDone && !app.blocked && !app.bootError && !app.launchError}
<Splash />
{/if}
@@ -145,6 +160,49 @@
{/if}
<style>
/* The cold-start "no connection" dialog — a centred card over a scrim, above the splash. */
.offprompt {
position: fixed;
inset: 0;
z-index: 100;
display: flex;
align-items: center;
justify-content: center;
background: rgba(0, 0, 0, 0.5);
padding: var(--pad);
}
.offprompt .card {
background: var(--bg-elev);
border: 1px solid var(--border);
border-radius: var(--radius-sm);
padding: 20px;
max-width: 320px;
width: 100%;
text-align: center;
}
.offprompt .msg {
margin: 0 0 16px;
font-size: 1rem;
color: var(--text);
}
.offprompt .acts {
display: flex;
flex-direction: column;
gap: 8px;
}
.offprompt .opt {
padding: 11px 16px;
border: 1px solid var(--border);
border-radius: var(--radius-sm);
background: var(--surface);
color: var(--text);
font-size: 0.95rem;
}
.offprompt .opt.primary {
background: var(--accent);
color: var(--accent-text);
border-color: var(--accent);
}
.splash {
height: 100%;
display: grid;
+9 -1
View File
@@ -162,7 +162,15 @@ html.app-shell {
}
html.app-shell body {
position: fixed;
inset: 0;
/* Follow the visual viewport (top + height), not merely fill the layout viewport: iOS Safari /
WKWebView does not shrink the layout viewport for the soft keyboard — it offsets the visual
viewport down toward the focused field — so a top-anchored (inset:0) shell would misalign, showing
empty space below the content (worst on a repeat focus). --vv-top / --vvh are kept in sync from
app.svelte.ts (syncViewport). The fallbacks equal inset:0 before the first sync / on the landing. */
top: var(--vv-top, 0px);
left: 0;
right: 0;
height: var(--vvh, 100%);
overflow: hidden;
}
+49 -5
View File
@@ -1,6 +1,7 @@
<script lang="ts">
import { navigate } from '../lib/router.svelte';
import { connection } from '../lib/connection.svelte';
import { offlineMode, dictPreloadWarning } from '../lib/offline.svelte';
import { t } from '../lib/i18n/index.svelte';
import { app, openDebug } from '../lib/app.svelte';
import Spinner from './Spinner.svelte';
@@ -27,7 +28,7 @@
}
</script>
<header class="nav" class:grow>
<header class="nav" class:grow class:offline={offlineMode.active}>
<div class="bar">
{#if showBack}
<button class="icon back" onclick={() => back && navigate(back)} aria-label="Back">
@@ -36,15 +37,20 @@
{:else}
<span class="spacer"></span>
{/if}
{#if connection.online}
{#if connection.online || offlineMode.active}
<!-- svelte-ignore a11y_click_events_have_key_events -->
<!-- svelte-ignore a11y_no_noninteractive_element_interactions -->
<h1 onclick={onTitleTap}>{title}</h1>
{:else}
<h1 class="connecting"><Spinner /> <span>{t('connection.connecting')}</span></h1>
{/if}
<!-- A right-hand spacer balances the back button so the title stays centred. -->
<span class="spacer"></span>
<!-- A right-hand spacer balances the back button so the title stays centred; in offline mode it
carries the "Offline" chip so the deliberate mode is always visible (not just the blue tint). -->
{#if offlineMode.active}
<span class="chip">{t('settings.offline')}</span>
{:else}
<span class="spacer"></span>
{/if}
</div>
<!-- The ad banner lives inside the nav, directly under the title bar, so it sits in the
same place on every screen — and in the game (grown nav) the spare height falls below
@@ -52,7 +58,11 @@
coachmark overlay is up (app.coachActive) so the scrolling strip does not run behind the
dimmed onboarding layer; the engine keeps rotating (module scope) and the strip reappears,
per this same condition, once onboarding closes. -->
{#if app.profile?.banner && app.profile.banner.campaigns.length && !app.coachActive}
{#if dictPreloadWarning.active}
<!-- A background dictionary preload for offline readiness failed (poor connection): a soft
notice takes the ad banner's slot until a later preload succeeds and clears it. -->
<p class="preload-warn" role="alert">{t('offline.preloadWarning')}</p>
{:else if app.profile?.banner && app.profile.banner.campaigns.length && !app.coachActive}
<AdBanner
campaigns={app.profile.banner.campaigns}
timings={app.profile.banner.timings}
@@ -74,6 +84,12 @@
user-select: none;
-webkit-user-select: none;
}
/* Deliberate offline mode: a blue-tinted nav, mixed from the accent so it tracks the light/dark
theme (and any Telegram theme override) — the offline state is unmistakable at a glance. */
.nav.offline {
background: color-mix(in srgb, var(--accent) 20%, var(--bg-elev));
border-bottom-color: color-mix(in srgb, var(--accent) 35%, var(--border));
}
.nav.grow {
/* Grow into spare height (banner under the title, the board pinned to the bottom), but
never shrink: on a short viewport the banner keeps its height and the board's own
@@ -114,6 +130,34 @@
align-items: center;
justify-content: center;
}
/* The offline chip: a compact accent-tinted pill in the header's right slot. */
.chip {
min-width: 40px;
height: 24px;
display: inline-flex;
align-items: center;
justify-content: center;
padding: 0 8px;
font-size: 0.72rem;
font-weight: 600;
color: var(--accent);
background: color-mix(in srgb, var(--accent) 16%, transparent);
border: 1px solid color-mix(in srgb, var(--accent) 45%, transparent);
border-radius: 999px;
white-space: nowrap;
}
/* The offline-readiness preload warning: a soft, muted strip in the ad banner's slot, sized like
the banner region so the bar does not jump when it appears. */
.preload-warn {
margin: 0;
padding: 7px var(--pad);
font-size: 0.78rem;
line-height: 1.3;
text-align: center;
color: var(--text-muted);
background: var(--surface-2);
border-top: 1px solid var(--border);
}
.back {
background: none;
border: none;
+268
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@@ -0,0 +1,268 @@
<script lang="ts">
// Apple-lock-screen-style 4-digit PIN pad for offline pass-and-play (hotseat) games.
// Modes:
// set — enter a PIN, then repeat it to confirm; emits { kind: 'set', lock }.
// verify — enter a PIN; runs `verify(pin)` on the 4th digit; emits { kind: 'verified' }
// or shakes + clears on a wrong PIN.
// change — run `verify` on the current PIN, then offer "set a new PIN" (the set flow)
// or, when allowRemove, "remove PIN" ({ kind: 'removed' }).
// Verification is delegated to the caller's `verify` callback: at creation time it checks a
// UI-held lock (lib/pin verifyPin); in-game it delegates to the local source (which holds the
// stored lock). The pad never shows an OK button: entering the 4th digit is the action. PIN
// storage is a social lock, not cryptography — see lib/pin.ts.
import Modal from './Modal.svelte';
import { t } from '../lib/i18n/index.svelte';
import { newLock, type PinLock } from '../lib/pin';
/** PinResult is the outcome handed to onresult when the pad completes. */
export type PinResult =
| { kind: 'set'; lock: PinLock }
| { kind: 'verified' }
| { kind: 'removed' };
let {
mode,
title = '',
verify,
allowRemove = false,
onclose,
onresult,
}: {
mode: 'set' | 'verify' | 'change';
title?: string;
/** Verifies an entered PIN (required for 'verify' and 'change'). */
verify?: (pin: string) => Promise<boolean>;
allowRemove?: boolean;
onclose?: () => void;
onresult: (r: PinResult) => void;
} = $props();
const LEN = 4;
// 'old' verifies the existing PIN (change); 'menu' offers set-new / remove (change);
// 'enter' collects a PIN; 'confirm' re-enters it (set / change→new). `mode` is fixed
// for the pad's lifetime (callers mount a fresh pad per operation), so capturing its
// initial value here is intentional.
// svelte-ignore state_referenced_locally
let phase = $state<'old' | 'menu' | 'enter' | 'confirm'>(mode === 'change' ? 'old' : 'enter');
let buffer = $state('');
let first = $state(''); // the first entry, awaiting confirmation
let error = $state(false); // drives the error prompt + shake
let shakeSeq = $state(0); // bumped on each error to replay the shake animation
let busy = $state(false); // guards the async check between the 4th digit and the outcome
function promptText(): string {
if (error) return phase === 'confirm' ? t('pin.mismatch') : t('pin.wrong');
switch (phase) {
case 'old':
return t('pin.enterCurrent');
case 'confirm':
return t('pin.repeat');
default:
return mode === 'verify' ? t('pin.enter') : t('pin.create');
}
}
function fail(): void {
buffer = '';
error = true;
shakeSeq += 1;
}
async function commit(): Promise<void> {
busy = true;
try {
// Let the 4th dot register before the verdict: a beat so the fill (and, on failure, the shake)
// reads as a deliberate response rather than an instant flicker.
await new Promise((r) => setTimeout(r, 250));
if (phase === 'old') {
if (verify && (await verify(buffer))) {
buffer = '';
error = false;
phase = 'menu';
} else fail();
} else if (phase === 'enter' && mode === 'verify') {
if (verify && (await verify(buffer))) onresult({ kind: 'verified' });
else fail();
} else if (phase === 'enter') {
first = buffer;
buffer = '';
error = false;
phase = 'confirm';
} else if (phase === 'confirm') {
if (buffer === first) onresult({ kind: 'set', lock: await newLock(buffer) });
else {
first = '';
phase = 'enter';
fail();
}
}
} finally {
busy = false;
}
}
function press(d: string): void {
if (busy || phase === 'menu' || buffer.length >= LEN) return;
error = false;
buffer += d;
if (buffer.length === LEN) void commit();
}
function back(): void {
if (busy || phase === 'menu') return;
buffer = buffer.slice(0, -1);
}
function startNew(): void {
error = false;
first = '';
buffer = '';
phase = 'enter';
}
function onkey(e: KeyboardEvent): void {
if (e.key >= '0' && e.key <= '9') {
press(e.key);
e.preventDefault();
} else if (e.key === 'Backspace') {
back();
e.preventDefault();
} else if (e.key === 'Escape') {
onclose?.();
}
}
const keys = ['1', '2', '3', '4', '5', '6', '7', '8', '9'];
const slots = Array.from({ length: LEN }, (_, i) => i);
</script>
<svelte:window onkeydown={onkey} />
<Modal {title} {onclose} overlayKeyboard>
<div class="pad">
{#if phase === 'menu'}
<div class="menu">
<button class="opt" onclick={startNew}>{t('pin.setNew')}</button>
{#if allowRemove}
<button class="opt danger" onclick={() => onresult({ kind: 'removed' })}>
{t('pin.remove')}
</button>
{/if}
</div>
{:else}
<p class="prompt" class:err={error}>{promptText()}</p>
{#key shakeSeq}
<div class="dots" class:shake={error} aria-hidden="true">
{#each slots as i}
<span class="dot" class:on={i < buffer.length}></span>
{/each}
</div>
{/key}
<div class="grid">
{#each keys as k}
<button class="key" onclick={() => press(k)} aria-label={k}>{k}</button>
{/each}
<span class="key spacer"></span>
<button class="key" onclick={() => press('0')} aria-label="0">0</button>
<button class="key back" onclick={back} aria-label="⌫" disabled={buffer.length === 0}>⌫</button>
</div>
{/if}
</div>
</Modal>
<style>
.pad {
display: flex;
flex-direction: column;
align-items: center;
gap: 16px;
padding-top: 4px;
}
.prompt {
margin: 0;
font-size: 0.95rem;
color: var(--muted, var(--text));
min-height: 1.2em;
}
.prompt.err {
color: var(--danger);
}
.dots {
display: flex;
gap: 16px;
}
.dot {
width: 14px;
height: 14px;
border-radius: 50%;
border: 1.5px solid var(--text);
box-sizing: border-box;
}
.dot.on {
background: var(--text);
}
.shake {
animation: shake 0.32s ease;
}
@keyframes shake {
0%, 100% { transform: translateX(0); }
20% { transform: translateX(-7px); }
40% { transform: translateX(7px); }
60% { transform: translateX(-5px); }
80% { transform: translateX(5px); }
}
.grid {
display: grid;
grid-template-columns: repeat(3, 1fr);
gap: 12px;
}
.key {
width: 62px;
height: 62px;
border-radius: 50%;
border: 1px solid var(--border);
background: var(--surface);
color: var(--text);
font-size: 1.4rem;
font-weight: 500;
display: flex;
align-items: center;
justify-content: center;
}
.key:active {
background: var(--accent);
color: var(--accent-text);
}
.key.back {
border-color: transparent;
background: transparent;
font-size: 1.2rem;
}
.key.back:disabled {
opacity: 0.3;
}
.key.spacer {
border: none;
background: none;
pointer-events: none;
}
.menu {
display: flex;
flex-direction: column;
gap: 10px;
width: 100%;
}
.opt {
padding: 14px;
border: 1px solid var(--border);
background: var(--surface);
color: var(--text);
border-radius: var(--radius);
font-weight: 600;
}
.opt.danger {
border-color: var(--danger);
color: var(--danger);
}
</style>
+11 -4
View File
@@ -1,6 +1,7 @@
<script lang="ts">
import { onMount } from 'svelte';
import { gateway } from '../lib/gateway';
import { gameSource, isLocalGameId } from '../lib/gamesource';
import { handleError, showToast } from '../lib/app.svelte';
import { t } from '../lib/i18n/index.svelte';
import { alphabetLetters } from '../lib/alphabet';
@@ -20,8 +21,10 @@
onMount(async () => {
try {
// Include the alphabet so input sanitising + the check accept the variant's letters.
const st = await gateway.gameState(id, true);
// Include the alphabet so input sanitising + the check accept the variant's letters. Routed
// through gameSource so an offline (local) game resolves its state from the device, not the
// network.
const st = await gameSource(id).gameState(id, true);
variant = st.game.variant;
} catch (e) {
handleError(e);
@@ -41,7 +44,7 @@
cooling = true;
setTimeout(() => (cooling = false), 5000);
try {
const r = await gateway.checkWord(id, w, variant);
const r = await gameSource(id).checkWord(id, w, variant);
checked.set(w, r.legal);
result = { word: w, legal: r.legal };
} catch (e) {
@@ -77,7 +80,11 @@
: t('game.wordIllegal', { word: result.word })}
</p>
<div class="actions">
<button class="complain" onclick={complain}>{t('game.complain')}</button>
<!-- Complaints go to the admin over the network; a local (offline) game has no backend to
receive them, so the control is dropped there. -->
{#if !isLocalGameId(id)}
<button class="complain" onclick={complain}>{t('game.complain')}</button>
{/if}
{#if result.legal}
<a
class="lookup"
+12 -6
View File
@@ -16,15 +16,21 @@
// The game is rendered (and cached) before its comms open, so the cache tells us whether
// it is still active without another fetch; an unknown game keeps the Dictionary offered.
const active = $derived(getCachedGame(id)?.view.game.status !== 'finished');
// An honest-AI game has no chat at all, so its hub is Dictionary-only.
const vsAi = $derived(getCachedGame(id)?.view.game.vsAi ?? false);
// A local game has NO chat: an honest-AI game (vs_ai) and an offline pass-and-play (hotseat) game.
// Its hub is Dictionary-only.
const chatless = $derived(
(getCachedGame(id)?.view.game.vsAi ?? false) || (getCachedGame(id)?.view.game.hotseat ?? false),
);
// Seeded once from the entry route's tab, then owned locally. The effect keeps the tab valid:
// an AI game has only the Dictionary; a finished non-AI game has only Chat (a stale Dictionary
// a chatless game has only the Dictionary; a finished non-AI game has only Chat (a stale Dictionary
// deep-link falls back to Chat).
// A chatless game starts on the Dictionary regardless of the entry route — this keeps ChatScreen
// (which fetches chat over the network) from mounting even for a beat, which would otherwise raise
// an error toast in offline mode.
// svelte-ignore state_referenced_locally
let tab = $state<CommsTab>(initialTab);
let tab = $state<CommsTab>(chatless ? 'dictionary' : initialTab);
$effect(() => {
if (vsAi) tab = 'dictionary';
if (chatless) tab = 'dictionary';
else if (tab === 'dictionary' && !active) tab = 'chat';
});
</script>
@@ -43,7 +49,7 @@
{#snippet tabbar()}
<TabBar>
{#if !vsAi}
{#if !chatless}
<button class="tab" class:active={tab === 'chat'} onclick={() => (tab = 'chat')}>
<span class="face"><span class="sq" aria-hidden="true">💬</span><span class="lbl">{t('game.chat')}</span></span>
</button>
+392 -49
View File
@@ -4,24 +4,28 @@
import TabBar from '../components/TabBar.svelte';
import TapConfirm from '../components/TapConfirm.svelte';
import Modal from '../components/Modal.svelte';
import PinPad from '../components/PinPad.svelte';
import DictWarmup from '../components/DictWarmup.svelte';
import Board from './Board.svelte';
import Rack from './Rack.svelte';
import { gateway } from '../lib/gateway';
import { gameSource, localSource, isLocalGameId } from '../lib/gamesource';
import { notePreviewLocal, notePreviewNetwork } from '../lib/localeval-metrics';
import { navigate } from '../lib/router.svelte';
import { app, handleError, showToast, markChatRead, seedChatUnread } from '../lib/app.svelte';
import { connection } from '../lib/connection.svelte';
import { offlineMode } from '../lib/offline.svelte';
import { GatewayError } from '../lib/client';
import { t, type MessageKey } from '../lib/i18n/index.svelte';
import type { EvalResult, MoveRecord, MoveResult, StateView, Tile } from '../lib/model';
import { lastMoveCells, replay } from '../lib/board';
import { badgeKind } from '../lib/unread';
import { seatMedal } from '../lib/result';
import { historyGrid } from '../lib/history';
import { centre, premiumGrid } from '../lib/premiums';
import { variantNameKey, usesStarBlank, BLANK_STAR } from '../lib/variants';
import { alphabetLetters, hasAlphabet } from '../lib/alphabet';
import { hintsLeft } from '../lib/hints';
import { hintsLeft, hintGateRemainingMs, hintLockMinutes, HINT_GATE_MS } from '../lib/hints';
import { downloadUrl, shareOrDownloadGcg, shareUrlAsFile } from '../lib/share';
import { insideVK, vkAndroidWebView, vkCopyText, vkDownloadFile, vkPlatform, vkShowImages } from '../lib/vk';
import { getCachedGame, setCachedGame, setCachedDraft, type CachedGame } from '../lib/gamecache';
@@ -47,6 +51,18 @@
let { id }: { id: string } = $props();
// The game's source: the local engine for an offline game id, otherwise the network gateway. The
// screen calls the game-loop methods (state/history/submit/pass/exchange/resign/hint/evaluate/
// draft) through it, so the same UI drives a local vs_ai game and an online one alike.
const source = $derived(gameSource(id));
// A local (offline) game plays entirely on-device, so it is always ready; an online game needs a
// live connection — and offline mode's kill switch refuses its calls — so its network actions are
// disabled while disconnected or in offline mode (which also stops the "something went wrong"
// toasts a blocked call would otherwise raise).
const netReady = $derived(isLocalGameId(id) || (connection.online && !offlineMode.active));
// Unsubscribes from a local game's robot-reply events (offline only; null for a network game).
let localUnsub: (() => void) | null = null;
let view = $state<StateView | null>(null);
let moves = $state<MoveRecord[]>([]);
let placement = $state<Placement>(newPlacement([]));
@@ -149,10 +165,42 @@
const playable = $derived(!!view && (view.game.status === 'active' || view.game.status === 'open'));
const isMyTurn = $derived(!!view && playable && view.game.toMove === view.seat);
const gameOver = $derived(!!view && view.game.status === 'finished');
// Offline hotseat: the seat to move is PIN-locked until its owner enters the seat PIN this turn.
// While locked the board stays visible but the rack is withheld and the move controls disabled;
// canMove folds the lock into isMyTurn (locked is always false for a network / vs_ai game).
const locked = $derived(!!view?.locked);
const canMove = $derived(isMyTurn && !locked);
// The hint badge: this game's allowance remaining plus the LIVE global wallet. Reading the
// wallet from the profile (not the per-game view snapshot) keeps it correct after a wallet
// hint was spent in another game (see lib/hints).
const hintCount = $derived(hintsLeft(view, app.profile?.hintBalance ?? 0));
// A vs_ai game's hint is unlimited and wallet-free, but idle-gated (an anti-frustration aid: it
// unlocks only after the player has been stuck ~30 min on a turn). The source (the SERVER clock
// online, the device clock offline) tells us the SECONDS LEFT (view.hintUnlockLeftSeconds); we
// anchor a MONOTONIC countdown (performance.now()) to it, so a client clock change cannot skew it.
// A fresh value arrives on load (armHintGate below); when the robot moves the wait is the full
// window. `monoNow` ticks so the 🔒 lifts live at the mark.
let hintGateStart = $state<number | null>(null); // performance.now() at the last anchor; null = open
let gateLeftMs = $state(0);
let monoNow = $state(performance.now());
const hintRemaining = $derived(hintGateRemainingMs(hintGateStart, gateLeftMs, monoNow));
const hintGated = $derived(hintRemaining > 0);
// Anchor the countdown to a freshly received seconds-left (or open the gate). Called on every state
// load from the view, and on the robot's move to the full window (the robot just moved).
function armHintGate(leftSeconds: number): void {
if (leftSeconds > 0) {
hintGateStart = performance.now();
gateLeftMs = leftSeconds * 1000;
} else {
hintGateStart = null;
gateLeftMs = 0;
}
}
$effect(() => {
if (!view?.game.vsAi) return;
const iv = setInterval(() => (monoNow = performance.now()), 10_000);
return () => clearInterval(iv);
});
// RACK_SIZE mirrors the engine's rules.RackSize (7 for every current variant). The exchange
// gate is only a UX guard: the backend stays the source of truth and rejects an under-supplied
// exchange regardless (engine rejects when bag.Len() < rules.RackSize).
@@ -190,11 +238,13 @@
// Fetch the saved draft alongside state and history (best-effort) so the composition is
// applied in the same tick the board appears — never as a second, visible rack→board step.
const [st, hist, draft] = await Promise.all([
gateway.gameState(id, includeAlphabet),
gateway.gameHistory(id),
gateway.draftGet(id).catch(() => ''),
source.gameState(id, includeAlphabet),
source.gameHistory(id),
source.draftGet(id).catch(() => ''),
]);
view = st;
// Anchor the vs_ai idle-hint countdown to the freshly fetched seconds-left (0 = open / non-vs_ai).
armHintGate(st.game.vsAi ? (st.hintUnlockLeftSeconds ?? 0) : 0);
syncWallet(st.walletBalance);
// Seed the unread flag from the authoritative state (the live stream only raises it).
seedChatUnread(id, st.game.unreadChat, st.game.unreadMessages);
@@ -220,7 +270,7 @@
setCachedDraft(id, json);
if (draftSaveTimer) clearTimeout(draftSaveTimer);
draftSaveTimer = setTimeout(() => {
void gateway.draftSave(id, json).catch(() => {});
void source.draftSave(id, json).catch(() => {});
}, 500);
}
// applyDraft restores the player's saved composition over a freshly loaded state: the rack
@@ -247,6 +297,9 @@
if (cached) {
view = cached.view;
moves = cached.moves;
// Arm the vs_ai idle-hint countdown from the cached seconds-left so the 🔒 shows at once on a
// warm open (no wait for load()); the cached value is a snapshot, refreshed by load() below.
armHintGate(cached.view.game.vsAi ? (cached.view.hintUnlockLeftSeconds ?? 0) : 0);
// Apply the cached draft synchronously so a warm/preloaded open paints the pending tiles
// already on the board (no full-rack-then-jump). load() then refreshes in the background.
applyDraft(cached.view, cached.draft ?? '');
@@ -264,6 +317,12 @@
dict = m;
});
}
// A local (offline) game has no live stream: route the source's robot-reply events through the
// same app event hub the network stream feeds, so the event effect above reacts to
// opponent_moved / game_over identically.
if (isLocalGameId(id)) {
localUnsub = localSource.events(id, (e) => (app.lastEvent = e));
}
});
// Warm the game's dictionary for the local move preview once, when both the game and the
@@ -309,7 +368,11 @@
// While composing, reload so a draft overlapping the new move is reconciled; otherwise apply
// the move as a delta with no fetch.
if (placement.pending.length > 0) void load();
else applyDelta(applyMoveDelta(cacheSnapshot(), { move: e.move, game: e.game, bagLen: e.bagLen }));
else {
applyDelta(applyMoveDelta(cacheSnapshot(), { move: e.move, game: e.game, bagLen: e.bagLen }));
// The robot just moved (vs_ai) → the human's turn begins with the full idle window.
if (view?.game.vsAi) armHintGate(HINT_GATE_MS / 1000);
}
} else if (e.kind === 'your_turn' && e.gameId === id) {
// The opponent_moved delta carries the new state; your_turn only confirms the turn. Refetch
// only if we missed the move (our cached count trails the event's).
@@ -611,8 +674,13 @@
// Flush a pending draft save so leaving mid-composition still persists it.
if (draftSaveTimer) {
clearTimeout(draftSaveTimer);
void gateway.draftSave(id, serializeDraft(rackIds, placement.pending)).catch(() => {});
void source.draftSave(id, serializeDraft(rackIds, placement.pending)).catch(() => {});
}
localUnsub?.();
// Leaving a hotseat game re-locks the current seat, so returning from the lobby re-prompts its
// PIN. Read the id from the loaded view, NOT the `id` prop: a $props() value reads back undefined
// during Svelte teardown, and isLocalGameId(undefined) would throw and abort this cleanup.
if (view?.game.hotseat) localSource.relock(view.game.id);
});
function onCell(row: number, col: number) {
@@ -717,8 +785,8 @@
// rapid placements do not pile up requests on a slow link.
evalCtrl?.abort();
evalCtrl = null;
// Off-turn the composition is position-only: no score preview or evaluate.
if (!isMyTurn) return;
// Off-turn (or a locked hotseat seat) the composition is position-only: no score preview.
if (!canMove) return;
const sub = toSubmit(placement);
if (!sub) return;
// Instant on-device preview when the game's dictionary is warm; the network otherwise.
@@ -740,7 +808,7 @@
evalCtrl = ctrl;
previewTimer = setTimeout(async () => {
try {
preview = await gateway.evaluate(id, sub.tiles, variant, ctrl.signal);
preview = await source.evaluate(id, sub.tiles, variant, ctrl.signal);
notePreviewNetwork();
} catch {
/* best-effort (or aborted) */
@@ -776,12 +844,106 @@
refreshRecent();
}
// --- offline hotseat: seat unlock + host (referee) overrides -------------------
let unlockOpen = $state(false); // the current locked seat's owner enters their PIN to reveal the rack
// The host menu: 'pin' collects the master PIN, then 'menu' lists the overrides. hostPinEntered is
// the verified master PIN, reused to authorise the chosen action (the source re-checks it).
let hostMenuStep = $state<'closed' | 'pin' | 'menu'>('closed');
let hostPinEntered = $state('');
// The pending host action awaiting its confirm ("Skip X's turn?" etc.); null shows the menu list.
let hostConfirm = $state<{ action: 'skip' | 'resign' | 'terminate'; seat?: number; name?: string } | null>(null);
let hostDone = $state(false); // the transient success ✅ shown after an override
// hotseatName is the plain display name of a seat by index (hotseat seats are account-less local
// players, so no "you"/🤖 resolution is needed — unlike the seat-object seatName used elsewhere).
function hotseatName(i: number): string {
return view?.game.seats[i]?.displayName ?? '';
}
function startSkip(): void {
if (!view) return;
hostConfirm = { action: 'skip', seat: view.game.toMove, name: hotseatName(view.game.toMove) };
}
function flashDone(): void {
hostDone = true;
setTimeout(() => (hostDone = false), 1100);
}
// advanceHotseat re-points the screen at the next seat after a hotseat move: the source has advanced
// the turn and re-locked, so a fresh state gives the next seat's rack (empty while it is locked).
async function advanceHotseat(): Promise<void> {
const st = await source.gameState(id, false);
view = st;
rackIds = st.rack.map((_, i) => i);
placement = newPlacement(st.rack);
selected = null;
preview = null;
setCachedGame(id, st, moves, '');
}
// onUnlock verifies the current seat's PIN through the source (which reveals the rack on success)
// and applies the unlocked state; handed to the PIN pad as its verifier.
async function onUnlock(pin: string): Promise<boolean> {
try {
const st = await localSource.unlockSeat(id, pin);
view = st;
rackIds = st.rack.map((_, i) => i);
placement = newPlacement(st.rack);
selected = null;
return true;
} catch {
return false;
}
}
// verifyHost captures the entered master PIN (reused to authorise the chosen action) and checks it.
async function verifyHost(pin: string): Promise<boolean> {
hostPinEntered = pin;
return localSource.verifyHostPin(id, pin);
}
function hostConfirmText(c: { action: 'skip' | 'resign' | 'terminate'; name?: string }): string {
if (c.action === 'skip') return t('hotseat.askSkip', { name: c.name ?? '' });
if (c.action === 'resign') return t('hotseat.askExclude', { name: c.name ?? '' });
return t('hotseat.askTerminate');
}
async function runHostAction(): Promise<void> {
if (!hostConfirm) return;
const { action, seat } = hostConfirm;
hostConfirm = null;
hostMenuStep = 'closed';
busy = true;
try {
const st = await localSource.hostAction(id, hostPinEntered, action, seat);
if (st === null) {
navigate('/'); // terminated: the game is deleted, so return to the lobby
return;
}
view = st;
rackIds = st.rack.map((_, i) => i);
placement = newPlacement(st.rack);
selected = null;
preview = null;
moves = (await source.gameHistory(id)).moves; // a skip / resign added a journal move
setCachedGame(id, st, moves, '');
flashDone();
} catch (e) {
handleError(e);
} finally {
busy = false;
hostPinEntered = '';
}
}
async function commit() {
const sub = toSubmit(placement);
if (!sub) return;
busy = true;
try {
applyMoveResult(await gateway.submitPlay(id, sub.tiles, variant));
applyMoveResult(await source.submitPlay(id, sub.tiles, variant));
if (view?.game.hotseat) await advanceHotseat();
haptic('success');
zoomed = false;
} catch (e) {
@@ -800,7 +962,8 @@
async function doPass() {
busy = true;
try {
applyMoveResult(await gateway.pass(id));
applyMoveResult(await source.pass(id));
if (view?.game.hotseat) await advanceHotseat();
} catch (e) {
handleError(e);
} finally {
@@ -821,7 +984,7 @@
resignOpen = false;
busy = true;
try {
applyMoveResult(await gateway.resign(id));
applyMoveResult(await source.resign(id));
// Reveal the final board once the game is resigned: close the move-history drawer
// (portrait — the landscape dock is unaffected) and zoom out if it was magnified.
historyOpen = false;
@@ -833,8 +996,17 @@
}
}
async function doHint() {
// vs_ai: the idle gate replaces the wallet. While it is still closed, a tap only explains when the
// hint unlocks (no wallet is ever spent) — matching the 🔒 badge. Measured fresh at tap time.
if (view?.game.vsAi) {
const remaining = hintGateRemainingMs(hintGateStart, gateLeftMs, performance.now());
if (remaining > 0) {
showToast(t('game.hintLockedIn', { n: hintLockMinutes(remaining) }), 'info');
return;
}
}
try {
const h = await gateway.hint(id);
const h = await source.hint(id);
if (h.move.tiles.length && view) {
placement = placementFromHint(h.move.tiles, view.rack);
// Scroll the (zoomed) board to the hint's placement rather than the top-left:
@@ -869,6 +1041,12 @@
// The backend does not spend a hint when there is no move.
if (e instanceof GatewayError && e.code === 'no_hint_available') {
showToast(t('game.noHintOptions'), 'info');
} else if (e instanceof GatewayError && e.code === 'hint_locked') {
// The server-clock backstop refused a vs_ai hint the client thought was open (a rare client
// clock desync): re-sync the countdown from a fresh fetch and explain the gate.
await load();
const left = hintGateRemainingMs(hintGateStart, gateLeftMs, performance.now());
showToast(t('game.hintLockedIn', { n: hintLockMinutes(left || 60_000) }), 'info');
} else {
handleError(e);
}
@@ -906,7 +1084,8 @@
exchangeOpen = false;
busy = true;
try {
applyMoveResult(await gateway.exchange(id, tiles, variant));
applyMoveResult(await source.exchange(id, tiles, variant));
if (view?.game.hotseat) await advanceHotseat();
} catch (e) {
handleError(e);
} finally {
@@ -928,7 +1107,15 @@
if (!view) return '';
const me = view.game.seats[view.seat];
if (me?.isWinner) return t('game.won');
return view.game.seats.some((s) => s.isWinner) ? t('game.lost') : t('game.tied');
if (view.game.endReason === 'aborted') return t('game.tied'); // an abort is a draw for everyone
const myScore = me?.score ?? 0;
// A declared winner (incl. by resignation) that is not me, or anyone who scored higher → a loss.
if (view.game.seats.some((s) => s.isWinner) || view.game.seats.some((s) => !s.resigned && s.score > myScore)) {
return t('game.lost');
}
// No one above me and no declared winner: a tie for the lead is a (shared) win; only an
// all-level finish is a draw.
return view.game.seats.filter((s) => !s.resigned).every((s) => s.score === myScore) ? t('game.tied') : t('game.won');
}
// The finished-game export offers two formats — the GCG file and the server-rendered PNG
@@ -1244,8 +1431,9 @@
// (not the still-empty seat of an open game) who is not yet a friend (an already-requested
// opponent still shows it, but disabled).
function canAddFriend(s: { accountId: string; seat: number }): boolean {
// Never offer add-friend against an AI opponent, an existing friend, or a blocked player.
if (view?.game.vsAi) return false;
// Never offer add-friend against an AI opponent, an existing friend, or a blocked player — nor in
// a local (offline) game, whose seats are account-less: vs_ai, and hotseat's synthetic seat ids.
if (view?.game.vsAi || isLocalGameId(id)) return false;
return (
!!s.accountId &&
!app.profile?.isGuest &&
@@ -1259,7 +1447,7 @@
// may still be blocked (the block overrides the friendship), so it omits the friend exclusion.
// An already-blocked opponent hides it (both controls go, and the name is struck).
function canBlock(s: { accountId: string; seat: number }): boolean {
if (view?.game.vsAi) return false;
if (view?.game.vsAi || isLocalGameId(id)) return false;
return !!s.accountId && !app.profile?.isGuest && s.accountId !== app.session?.userId && !seatBlocked(s);
}
</script>
@@ -1317,7 +1505,7 @@
{#if badge}<span class="unread-dot sbadge-dot" class:nudge={badge === 'nudge'}></span>{/if}
{#each view.game.seats as s (s.seat)}
<div class="seat" class:turn={view.game.toMove === s.seat && !gameOver} class:win={s.isWinner}>
<div class="nm" class:struck={seatBlocked(s)}>{seatName(s)}</div>
<div class="nm" class:struck={seatBlocked(s)}>{#if gameOver && view.game.hotseat}<span class="medal" aria-hidden="true">{seatMedal(view.game, s.seat)}</span>{/if}{seatName(s)}</div>
<div class="sc" class:blockprompt={blockConfirm[s.seat]}>
{#if blockConfirm[s.seat]}{t('game.blockShort')}{:else if addConfirm[s.seat]}{t('game.addFriendShort')}{:else}{s.score}{/if}
</div>
@@ -1361,13 +1549,18 @@
{:else}
<button class="hicon" onclick={onExportClick} aria-label={t('game.exportGcg')}>📤</button>
{/if}
{:else if view.game.hotseat}
<!-- Hotseat resign is a host (referee) action, not self-serve; keep the slot empty. -->
<span aria-hidden="true"></span>
{:else}
<button class="hicon" onclick={onResignClick} disabled={waitingForOpponent} aria-label={t('game.dropGame')}>🏁</button>
{/if}
{#if !view.game.multipleWordsPerTurn}<span class="oneword-label">{t('game.oneWordRule')}</span>{/if}
<!-- A finished AI game has no comms at all (no chat, and the dictionary closes with the
game), so the entry is dropped; an active AI game keeps it (it opens the dictionary). -->
{#if !(gameOver && view.game.vsAi)}
<!-- The comms entry opens Chat + the word Dictionary. A local game (vs_ai or hotseat) has no
chat, so its hub is Dictionary-only (CommsHub), and once finished the dictionary closes too
— so drop the entry only when a local game is finished; an active local game keeps it for
the Dictionary. An online game always keeps it (chat outlives the game). -->
{#if !(gameOver && (view.game.vsAi || view.game.hotseat))}
<button class="hicon" onclick={() => navigate(`/game/${id}/chat`)} aria-label={t('game.chat')}>
{#key chatBlink}<span class="chat-ico" class:blink={chatBlink > 0 && !app.reduceMotion}>💬</span>{/key}
</button>
@@ -1438,9 +1631,12 @@
<div class="status">
<span>{view.bagLen === 0 ? t('game.bagEmpty') : t('game.bag', { n: view.bagLen })}</span>
{#if gameOver}
<strong class="over">{resultText()}</strong>
<!-- A hotseat game shows its result as per-seat medals on the plaques (below), not a
viewer-centric "you won/lost" — with 2-4 local players there is no single "you". A vs_ai
game keeps the "you won/lost" text (one human). -->
{#if !view.game.hotseat}<strong class="over">{resultText()}</strong>{/if}
{:else if placement.pending.length === 0}
<span class="turn-ind">{isMyTurn ? t('game.yourTurn') : turnLabel()}</span>
<span class="turn-ind">{view.game.hotseat ? t('hotseat.turnOf', { name: hotseatName(view.game.toMove) }) : isMyTurn ? t('game.yourTurn') : turnLabel()}</span>
{/if}
<span class="scores">
{#if recallOverRack}{:else if preview}{preview.legal ? t('game.previewWords', { words: preview.words.join(', '), n: preview.score }) : t('game.previewIllegal')}{/if}
@@ -1454,36 +1650,58 @@
a finished game shows the final rack greyed out and the controls disabled. -->
<div class="rack-row" class:inert={gameOver} data-coach="game-rack">
<div class="rack-wrap">
<Rack
slots={rackSlots}
{variant}
{selected}
{landscape}
shuffling={shuffling && !app.reduceMotion}
draggingId={reorderDragId}
dropIndex={reorderTo}
ondown={onRackDown}
/>
{#if locked}
<!-- A PIN-locked hotseat seat: the rack is withheld until its owner unlocks it. The board
above stays visible; only this tray is gated. -->
<button class="unlock" onclick={() => (unlockOpen = true)}>🔒 {t('hotseat.unlock')}</button>
{:else}
<Rack
slots={rackSlots}
{variant}
{selected}
{landscape}
shuffling={shuffling && !app.reduceMotion}
draggingId={reorderDragId}
dropIndex={reorderTo}
ondown={onRackDown}
/>
{/if}
</div>
{#if !gameOver && placement.pending.length > 0 && !recallOverRack}
<button class="make" onclick={commit} disabled={busy || !isMyTurn || !connection.online || !preview?.legal} aria-label={t('game.makeMove')}>✅</button>
<button class="make" onclick={commit} disabled={busy || !canMove || !netReady || !preview?.legal} aria-label={t('game.makeMove')}>✅</button>
{/if}
</div>
{/snippet}
{#snippet controlButtons()}
<button class="tab" disabled={busy || !isMyTurn || !connection.online} onclick={openExchange}>
<button class="tab" disabled={busy || !canMove || !netReady} onclick={openExchange}>
<span class="sq" data-coach="game-turn">🔄</span><span class="lbl">{t('game.draw')}</span>
</button>
<TapConfirm
triggerClass="tab"
label={t('game.hint')}
disabled={busy || !isMyTurn || !connection.online || hintCount <= 0}
onconfirm={doHint}
>
<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 view?.game.hotseat}
<!-- Hotseat: no hints. The freed slot becomes the host (referee) button — always available
(even on a locked seat: the host may skip a player who forgot their PIN). -->
<button class="tab" disabled={busy || gameOver} onclick={() => (hostMenuStep = 'pin')}>
<span class="sq">🔐</span><span class="lbl">{t('hotseat.host')}</span>
</button>
{:else if view?.game.vsAi}
<!-- vs_ai hints are unlimited and wallet-free, so no confirm and no count. A 🔒 badge marks the
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="lbl">{t('game.hint')}</span>
</button>
{:else}
<TapConfirm
triggerClass="tab"
label={t('game.hint')}
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="lbl">{t('game.hint')}</span>
</TapConfirm>
{/if}
{#if placement.pending.length > 0}
<button class="tab" disabled={busy} onclick={resetPlacement}>
<span class="sq">↩️</span><span class="lbl">{t('game.reset')}</span>
@@ -1536,11 +1754,60 @@
<Modal title={t('game.confirmResign')} onclose={() => (resignOpen = false)}>
<div class="confirm-row">
<button class="cancel" onclick={() => (resignOpen = false)}>{t('common.cancel')}</button>
<button class="danger" onclick={doResign} disabled={!connection.online}>{t('game.dropGame')}</button>
<button class="danger" onclick={doResign} disabled={!netReady}>{t('game.dropGame')}</button>
</div>
</Modal>
{/if}
<!-- Offline hotseat: unlock the current seat's rack. -->
{#if unlockOpen && view}
<PinPad
mode="verify"
title={t('hotseat.unlockTitle', { name: hotseatName(view.game.toMove) })}
verify={onUnlock}
onclose={() => (unlockOpen = false)}
onresult={() => (unlockOpen = false)}
/>
{/if}
<!-- Offline hotseat: the host (referee) enters the master PIN, then picks an override. -->
{#if hostMenuStep === 'pin'}
<PinPad
mode="verify"
title={t('hotseat.host')}
verify={verifyHost}
onclose={() => (hostMenuStep = 'closed')}
onresult={() => (hostMenuStep = 'menu')}
/>
{/if}
{#if hostMenuStep === 'menu' && view}
<Modal title={t('hotseat.host')} onclose={() => { hostMenuStep = 'closed'; hostConfirm = null; }}>
{#if hostConfirm}
<p class="host-q">{hostConfirmText(hostConfirm)}</p>
<div class="confirm-row">
<button class="cancel" onclick={() => (hostConfirm = null)}>{t('common.cancel')}</button>
<button class="danger" onclick={runHostAction}>{t('common.ok')}</button>
</div>
{:else}
<div class="host-menu">
<button class="host-act" onclick={startSkip}>
{t('hotseat.skip')}
</button>
<div class="host-sub">{t('hotseat.exclude')}</div>
{#each view.game.seats as s (s.seat)}
<button class="host-seat" onclick={() => (hostConfirm = { action: 'resign', seat: s.seat, name: s.displayName })}>
{s.displayName}
</button>
{/each}
<button class="host-act danger" onclick={() => (hostConfirm = { action: 'terminate' })}>{t('hotseat.terminate')}</button>
</div>
{/if}
</Modal>
{/if}
{#if hostDone}
<div class="host-done" aria-hidden="true"></div>
{/if}
{#if exportOpen}
<Modal title={t('game.exportGcg')} onclose={() => (exportOpen = false)}>
<div class="export-opts">
@@ -1548,7 +1815,7 @@
<button
class="confirm"
onclick={() => { exportOpen = false; void exportArtifact('png'); }}
disabled={!connection.online}
disabled={!netReady}
>
{t('game.exportImageOpt')}
</button>
@@ -1556,7 +1823,7 @@
<button
class={exportImageAvailable ? 'export-alt' : 'confirm'}
onclick={() => { exportOpen = false; void exportArtifact('gcg'); }}
disabled={!connection.online}
disabled={!netReady}
>
{t('game.exportGcgOpt')}
</button>
@@ -1610,6 +1877,10 @@
overflow: hidden;
text-overflow: ellipsis;
}
/* The finished-game place medal on a local (offline) seat plaque, left of the name. */
.medal {
margin-right: 3px;
}
.sc {
font-weight: 700;
font-variant-numeric: tabular-nums;
@@ -2031,4 +2302,76 @@
.scoreboard.flat {
cursor: default;
}
/* The vs_ai hint's idle lock: a small 🔒 at the icon-square corner (the .sq is positioned by the
shared TabBar rule). No count pill — the hint is unlimited; the lock alone marks the gate. */
.sq .lock {
position: absolute;
top: -4px;
right: -4px;
font-size: 0.62rem;
line-height: 1;
}
/* --- offline hotseat --- */
/* The locked-seat rack overlay: fills the rack tray with an "unlock" button, the board above
stays visible. */
.unlock {
width: 100%;
height: 100%;
min-height: 44px;
border: 1px dashed var(--border);
border-radius: var(--radius-sm);
background: var(--surface);
color: var(--text);
font-weight: 600;
display: flex;
align-items: center;
justify-content: center;
gap: 8px;
}
.host-menu {
display: flex;
flex-direction: column;
gap: 8px;
}
.host-act,
.host-seat {
padding: 12px;
border: 1px solid var(--border);
border-radius: var(--radius-sm);
background: var(--surface);
color: var(--text);
font-weight: 600;
text-align: left;
}
.host-act.danger {
border-color: var(--danger);
color: var(--danger);
}
.host-sub {
font-size: 0.8rem;
color: var(--text-muted);
margin-top: 4px;
}
.host-q {
margin: 0 0 12px;
font-weight: 600;
}
/* The transient success tick after a host override — a centred ✅ that fades out on a timer. */
.host-done {
position: fixed;
inset: 0;
display: flex;
align-items: center;
justify-content: center;
font-size: 4rem;
z-index: 50;
pointer-events: none;
animation: host-done-fade 1.1s ease forwards;
}
@keyframes host-done-fade {
0% { opacity: 0; transform: scale(0.7); }
25% { opacity: 1; transform: scale(1); }
75% { opacity: 1; transform: scale(1); }
100% { opacity: 0; transform: scale(1); }
}
</style>
+1
View File
@@ -17,6 +17,7 @@ export { ChatPostRequest } from './scrabblefb/chat-post-request.js';
export { CheckWordRequest } from './scrabblefb/check-word-request.js';
export { ComplaintRequest } from './scrabblefb/complaint-request.js';
export { CreateInvitationRequest } from './scrabblefb/create-invitation-request.js';
export { DictVersion } from './scrabblefb/dict-version.js';
export { DraftRequest } from './scrabblefb/draft-request.js';
export { DraftView } from './scrabblefb/draft-view.js';
export { EmailConfirmLinkRequest } from './scrabblefb/email-confirm-link-request.js';
+60
View File
@@ -0,0 +1,60 @@
// automatically generated by the FlatBuffers compiler, do not modify
import * as flatbuffers from 'flatbuffers';
export class DictVersion {
bb: flatbuffers.ByteBuffer|null = null;
bb_pos = 0;
__init(i:number, bb:flatbuffers.ByteBuffer):DictVersion {
this.bb_pos = i;
this.bb = bb;
return this;
}
static getRootAsDictVersion(bb:flatbuffers.ByteBuffer, obj?:DictVersion):DictVersion {
return (obj || new DictVersion()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
}
static getSizePrefixedRootAsDictVersion(bb:flatbuffers.ByteBuffer, obj?:DictVersion):DictVersion {
bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
return (obj || new DictVersion()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
}
variant():string|null
variant(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
variant(optionalEncoding?:any):string|Uint8Array|null {
const offset = this.bb!.__offset(this.bb_pos, 4);
return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
}
version():string|null
version(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
version(optionalEncoding?:any):string|Uint8Array|null {
const offset = this.bb!.__offset(this.bb_pos, 6);
return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
}
static startDictVersion(builder:flatbuffers.Builder) {
builder.startObject(2);
}
static addVariant(builder:flatbuffers.Builder, variantOffset:flatbuffers.Offset) {
builder.addFieldOffset(0, variantOffset, 0);
}
static addVersion(builder:flatbuffers.Builder, versionOffset:flatbuffers.Offset) {
builder.addFieldOffset(1, versionOffset, 0);
}
static endDictVersion(builder:flatbuffers.Builder):flatbuffers.Offset {
const offset = builder.endObject();
return offset;
}
static createDictVersion(builder:flatbuffers.Builder, variantOffset:flatbuffers.Offset, versionOffset:flatbuffers.Offset):flatbuffers.Offset {
DictVersion.startDictVersion(builder);
DictVersion.addVariant(builder, variantOffset);
DictVersion.addVersion(builder, versionOffset);
return DictVersion.endDictVersion(builder);
}
}
+28 -1
View File
@@ -3,6 +3,7 @@
import * as flatbuffers from 'flatbuffers';
import { BannerInfo } from '../scrabblefb/banner-info.js';
import { DictVersion } from '../scrabblefb/dict-version.js';
export class Profile {
@@ -124,8 +125,18 @@ vkLinked():boolean {
return offset ? !!this.bb!.readInt8(this.bb_pos + offset) : false;
}
dictVersions(index: number, obj?:DictVersion):DictVersion|null {
const offset = this.bb!.__offset(this.bb_pos, 36);
return offset ? (obj || new DictVersion()).__init(this.bb!.__indirect(this.bb!.__vector(this.bb_pos + offset) + index * 4), this.bb!) : null;
}
dictVersionsLength():number {
const offset = this.bb!.__offset(this.bb_pos, 36);
return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
}
static startProfile(builder:flatbuffers.Builder) {
builder.startObject(16);
builder.startObject(17);
}
static addUserId(builder:flatbuffers.Builder, userIdOffset:flatbuffers.Offset) {
@@ -204,6 +215,22 @@ static addVkLinked(builder:flatbuffers.Builder, vkLinked:boolean) {
builder.addFieldInt8(15, +vkLinked, +false);
}
static addDictVersions(builder:flatbuffers.Builder, dictVersionsOffset:flatbuffers.Offset) {
builder.addFieldOffset(16, dictVersionsOffset, 0);
}
static createDictVersionsVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
builder.startVector(4, data.length, 4);
for (let i = data.length - 1; i >= 0; i--) {
builder.addOffset(data[i]!);
}
return builder.endVector();
}
static startDictVersionsVector(builder:flatbuffers.Builder, numElems:number) {
builder.startVector(4, numElems, 4);
}
static endProfile(builder:flatbuffers.Builder):flatbuffers.Offset {
const offset = builder.endObject();
return offset;
+12 -2
View File
@@ -74,8 +74,13 @@ walletBalance():number {
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
}
hintUnlockLeftSeconds():number {
const offset = this.bb!.__offset(this.bb_pos, 18);
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
}
static startStateView(builder:flatbuffers.Builder) {
builder.startObject(7);
builder.startObject(8);
}
static addGame(builder:flatbuffers.Builder, gameOffset:flatbuffers.Offset) {
@@ -130,12 +135,16 @@ static addWalletBalance(builder:flatbuffers.Builder, walletBalance:number) {
builder.addFieldInt32(6, walletBalance, 0);
}
static addHintUnlockLeftSeconds(builder:flatbuffers.Builder, hintUnlockLeftSeconds:number) {
builder.addFieldInt32(7, hintUnlockLeftSeconds, 0);
}
static endStateView(builder:flatbuffers.Builder):flatbuffers.Offset {
const offset = builder.endObject();
return offset;
}
static createStateView(builder:flatbuffers.Builder, gameOffset:flatbuffers.Offset, seat:number, rackOffset:flatbuffers.Offset, bagLen:number, hintsRemaining:number, alphabetOffset:flatbuffers.Offset, walletBalance:number):flatbuffers.Offset {
static createStateView(builder:flatbuffers.Builder, gameOffset:flatbuffers.Offset, seat:number, rackOffset:flatbuffers.Offset, bagLen:number, hintsRemaining:number, alphabetOffset:flatbuffers.Offset, walletBalance:number, hintUnlockLeftSeconds:number):flatbuffers.Offset {
StateView.startStateView(builder);
StateView.addGame(builder, gameOffset);
StateView.addSeat(builder, seat);
@@ -144,6 +153,7 @@ static createStateView(builder:flatbuffers.Builder, gameOffset:flatbuffers.Offse
StateView.addHintsRemaining(builder, hintsRemaining);
StateView.addAlphabet(builder, alphabetOffset);
StateView.addWalletBalance(builder, walletBalance);
StateView.addHintUnlockLeftSeconds(builder, hintUnlockLeftSeconds);
return StateView.endStateView(builder);
}
}
+188 -13
View File
@@ -43,6 +43,9 @@ import { parseStartParam } from './deeplink';
import {
clearOnboarding,
clearSession,
clearProfile,
loadProfile,
saveProfile,
loadOnboarding,
loadPrefs,
loadSession,
@@ -52,7 +55,9 @@ import {
savePrefs,
} from './session';
import type { CoachSeries } from './coachmark';
import { connection, reportOffline, reportOnline, resetConnection } from './connection.svelte';
import { connection, reportOffline, reportOnline, resetConnection, checkReachable } from './connection.svelte';
import { offlineMode, setOfflineMode } from './offline.svelte';
import { shouldBootOffline } from './offline';
import { isConnectionCode } from './retry';
import { clearGameCache, getCachedGame, setCachedGame } from './gamecache';
import { advanceCached } from './gamedelta';
@@ -73,6 +78,10 @@ export const app = $state<{
* backend was down during a deploy). App.svelte then renders the boot-error retry screen
* instead of the web login a Mini App has no manual sign-in to fall back to. */
bootError: boolean;
/** True while the cold-start "no connection go offline?" dialog is up (the reachability check
* timed out with the network interface reportedly online). App.svelte renders it over the splash;
* bootstrap awaits the choice via resolveOfflinePrompt. */
offlinePrompt: boolean;
/** On the dedicated /telegram/ entry, set to a privacy-safe diagnostic snapshot when a Mini App
* launch carried no sign-in data (empty initData). App.svelte then renders the compact
* launch-error screen (screens/TelegramLaunchError) a shareable probe for why Telegram
@@ -143,6 +152,7 @@ export const app = $state<{
}>({
ready: false,
bootError: false,
offlinePrompt: false,
launchError: null,
debugOpen: false,
lobbyReady: false,
@@ -294,7 +304,9 @@ export function handleError(err: unknown): void {
void enterBlocked();
return;
}
if (isConnectionCode(code) || !connection.online) return;
// A blocked call in offline mode ('offline', the transport kill switch) is expected, not an error
// to surface — the offline chrome already signals the state; never a red toast.
if (isConnectionCode(code) || code === 'offline' || !connection.online) return;
haptic('error');
showToast(t(code ? errorKey(code) : 'error.generic'), 'error');
}
@@ -460,6 +472,7 @@ export async function refreshProfile(): Promise<void> {
if (!app.session) return;
try {
app.profile = await gateway.profileGet();
void saveProfile($state.snapshot(app.profile)); // keep the offline-boot cache fresh (plain snapshot)
} catch {
// Best-effort; the banner just stays as it was until the next fetch.
}
@@ -517,6 +530,11 @@ async function adoptSession(s: Session): Promise<void> {
await saveSession(s);
try {
app.profile = await gateway.profileGet();
// Persist the profile so a later offline cold start can launch from it (its variant
// preferences, dictionary versions and display name) without a network fetch. Snapshot to a
// plain object first — the reactive $state proxy is not structured-cloneable, so it would fail
// the IndexedDB write and fall back to a localStorage entry that loadProfile never reads.
void saveProfile($state.snapshot(app.profile));
// The live interface language follows the device — the explicit local choice (saved in
// prefs) or the system guess made at bootstrap — and is no longer overridden from the
// account here: the Telegram bot a user signs in through must not dictate the UI, so a
@@ -540,6 +558,74 @@ async function adoptSession(s: Session): Promise<void> {
void refreshNotifications();
}
// The cold-start "no connection — go offline?" dialog. bootstrap raises it and awaits the choice
// here; App.svelte's dialog buttons call resolveOfflinePrompt.
const BOOT_REACHABILITY_TIMEOUT_MS = 3000;
let offlinePromptResolve: ((goOffline: boolean) => void) | null = null;
/** resolveOfflinePrompt answers the cold-start "no connection — go offline?" dialog (App.svelte). */
export function resolveOfflinePrompt(goOffline: boolean): void {
app.offlinePrompt = false;
const resolve = offlinePromptResolve;
offlinePromptResolve = null;
resolve?.(goOffline);
}
/** promptOfflineChoice raises the dialog and resolves to the player's choice (true = go offline). */
function promptOfflineChoice(): Promise<boolean> {
app.offlinePrompt = true;
return new Promise<boolean>((resolve) => {
offlinePromptResolve = resolve;
});
}
/**
* initNetworkReactivity reacts to mid-session network changes (e.g. the player toggling flight mode):
* losing the network interface enters offline mode automatically (session-only); regaining it
* verifies the gateway is really reachable (an interface being up does not guarantee it) and returns
* to online but only if the offline was auto. A deliberate offline (the Settings toggle or the
* cold-start dialog) is left as the player's choice. These are passive OS events no polling, no
* battery cost. Web-only and skipped in the mock (the e2e drives connectivity directly).
*/
// While in auto-offline, poll for the network to return so the app comes back online — robust to the
// unreliable `online` event (which often does not fire in an installed PWA). Each tick is cheap: it
// reads navigator.onLine (no radio) and only hits the network (a reachability check) when the
// interface is actually up, so while flight mode is on it costs nothing. The poll runs ONLY in
// auto-offline (a deliberate offline is the player's choice) and stops on returning online.
let recoveryTimer: ReturnType<typeof setTimeout> | null = null;
export function scheduleRecovery(delayMs: number): void {
if (recoveryTimer) {
clearTimeout(recoveryTimer);
recoveryTimer = null;
}
if (typeof window === 'undefined' || !offlineMode.active || !offlineMode.auto) return;
recoveryTimer = setTimeout(async () => {
recoveryTimer = null;
if (!offlineMode.active || !offlineMode.auto) return;
const interfaceUp = typeof navigator === 'undefined' || navigator.onLine;
if (interfaceUp && (await checkReachable(BOOT_REACHABILITY_TIMEOUT_MS))) {
if (offlineMode.active && offlineMode.auto) setOfflineMode(false);
return;
}
scheduleRecovery(4000);
}, delayMs);
}
export function initNetworkReactivity(): void {
if (typeof window === 'undefined' || import.meta.env.MODE === 'mock') return;
window.addEventListener('offline', () => {
if (!offlineMode.active) {
setOfflineMode(true, false); // auto (session)
scheduleRecovery(4000); // poll for the network to return
}
});
// The online event, when it fires, just kicks an immediate reachability check; the poll above is
// the reliable fallback for platforms where it does not fire.
window.addEventListener('online', () => {
if (offlineMode.active && offlineMode.auto) scheduleRecovery(0);
});
}
/**
* applyLinkResult applies a completed account link or merge: it adopts a
* switched session (a guest initiator whose durable counterpart won, so the active
@@ -639,17 +725,37 @@ function syncTelegramSafeArea(): void {
root.classList.toggle('tg-fullscreen', top > 0);
}
// The soft-keyboard height threshold (px) that distinguishes an open keyboard from browser chrome
// (an address bar shrinks the visual viewport by far less), used to gate the focus-into-view scroll.
const KEYBOARD_MIN_PX = 120;
/**
* syncViewportHeight mirrors the visual-viewport height into the --vvh CSS var so a screen can
* fit the visible area above an open soft keyboard (iOS does not shrink dvh for the keyboard).
* On a screen whose input sits at the bottom (chat, word-check) this keeps the input visible
* without the page scrolling, so the layout no longer jumps when the keyboard appears.
* syncViewport mirrors the visual viewport into CSS vars so the pinned app-shell (app.css
* `html.app-shell body`) both FITS (`--vvh`) and FOLLOWS (`--vv-top`) the visible area above the soft
* keyboard. iOS Safari / WKWebView does not shrink the layout viewport for the keyboard (Android
* Chrome does); instead the visual viewport shrinks AND offsets down to reveal the focused field, and
* those values do not always cleanly revert. Tracking only the height left the top-anchored shell
* misaligned on iOS empty space below the content, worst on a repeat focus; tracking offsetTop too
* keeps the shell on the visible area on every platform. On the keyboard-OPEN transition it also
* scrolls the focused field into view, since iOS does not reliably scroll a pinned document to it.
*/
function syncViewportHeight(): void {
let keyboardOpen = false;
function syncViewport(): void {
if (typeof document === 'undefined') return;
const vv = typeof window !== 'undefined' ? window.visualViewport : null;
const h = vv ? vv.height : typeof window !== 'undefined' ? window.innerHeight : 0;
const win = typeof window !== 'undefined' ? window : null;
const vv = win ? win.visualViewport : null;
const h = vv ? vv.height : win ? win.innerHeight : 0;
const top = vv ? vv.offsetTop : 0;
if (h > 0) document.documentElement.style.setProperty('--vvh', `${h}px`);
document.documentElement.style.setProperty('--vv-top', `${top}px`);
const open = !!vv && !!win && win.innerHeight - h > KEYBOARD_MIN_PX;
if (open && !keyboardOpen) {
const el = document.activeElement;
if (el instanceof HTMLElement && (el.tagName === 'INPUT' || el.tagName === 'TEXTAREA')) {
requestAnimationFrame(() => el.scrollIntoView({ block: 'center' }));
}
}
keyboardOpen = open;
}
/**
@@ -709,11 +815,23 @@ export async function bootstrap(): Promise<void> {
setLocale(guess);
}
// Track the visual-viewport height so screens fit above an open soft keyboard (--vvh).
syncViewportHeight();
// Track the visual viewport (height + offset) so screens fit and follow the visible area above an
// open soft keyboard (--vvh / --vv-top). Both resize AND scroll fire on iOS when the keyboard moves
// the visual viewport.
syncViewport();
if (typeof window !== 'undefined' && window.visualViewport) {
window.visualViewport.addEventListener('resize', syncViewportHeight);
window.visualViewport.addEventListener('scroll', syncViewportHeight);
window.visualViewport.addEventListener('resize', syncViewport);
window.visualViewport.addEventListener('scroll', syncViewport);
}
// Enter on a single-line <input> dismisses the soft keyboard (blur): the keyboard's default
// return/"Go" key otherwise does nothing on a bare input, which reads as stuck. A <textarea> (the
// feedback form) is excluded so Enter still inserts a newline; a form's own Enter→submit still
// fires first (this listener is on the document, so it runs after the field's own handler).
if (typeof document !== 'undefined') {
document.addEventListener('keydown', (e) => {
if (e.key === 'Enter' && e.target instanceof HTMLInputElement) e.target.blur();
});
}
// Load the Telegram Mini App SDK dynamically, with a timeout, on a Telegram entry — it is no
@@ -789,12 +907,61 @@ export async function bootstrap(): Promise<void> {
// worker so the app is installable — Chromium needs a registered SW, notably on Android. Web-only
// and skipped in the mock build; see lib/pwa.svelte.
registerServiceWorker();
// React to mid-session network changes (e.g. flight mode) for the rest of the session.
initNetworkReactivity();
// Deliberate offline mode carried over from a prior session: with no network the session adoption
// + profile fetch below would hang the splash, so skip them and launch straight from the cached
// session + profile into the offline lobby. Without a cached profile (e.g. storage cleared) fall
// through to the normal online flow but KEEP the sticky flag — the mode is the player's choice, and
// an online boot re-persists the profile so the next launch goes offline. (A truly offline launch
// with no cached profile is unreachable: enabling offline requires a prior online session.)
if (offlineMode.active) {
const [offlineSession, offlineProfile] = await Promise.all([loadSession(), loadProfile()]);
if (shouldBootOffline({ offlineActive: true, hasSession: !!offlineSession, hasProfile: !!offlineProfile })) {
gateway.setToken(offlineSession!.token);
app.session = offlineSession!;
app.profile = offlineProfile!;
if (router.route.name === 'login' || router.route.name === 'confirm') navigate('/');
app.ready = true;
return;
}
}
const saved = await loadSession();
// A VK ID web-link callback (?code&device_id&state) rides the URL after the redirect back
// from VK; capture and clear it here (it needs the restored session to link against).
const vkcb = pendingVKLink();
if (saved) {
// Cold-start network auto-detect (deliberate offline is handled above). With a cached profile to
// fall back on and no pending VK-link, do not hang on adoptSession's retrying profile fetch when
// the network is down: a device with no network interface goes offline for the session (no
// dialog); an interface that is up but cannot reach the gateway within a short window asks the
// player. Web-only reaches here (the Mini-App branches returned above), so isStandalone gates it.
const cachedProfile = await loadProfile();
const canOffline = !!cachedProfile && !vkcb && isStandalone() && !!cachedProfile.email;
if (canOffline) {
const interfaceOffline = typeof navigator !== 'undefined' && navigator.onLine === false;
gateway.setToken(saved.token);
const reachable = interfaceOffline ? false : await checkReachable(BOOT_REACHABILITY_TIMEOUT_MS);
if (!reachable) {
// No network interface → go offline for the session (no dialog); interface up but the
// gateway is unreachable → ambiguous, so ask.
const goOffline = interfaceOffline ? true : await promptOfflineChoice();
if (goOffline) {
// A deliberate dialog choice is sticky; an auto (no-interface) offline is session-only.
setOfflineMode(true, !interfaceOffline);
if (interfaceOffline) scheduleRecovery(4000); // auto-offline: poll for the network to return
app.session = saved;
app.profile = cachedProfile;
if (router.route.name === 'login' || router.route.name === 'confirm') navigate('/');
app.ready = true;
return;
}
// "Нет" — keep trying online: fall through to adoptSession (it retries; the connection
// watcher shows "Connecting…").
}
}
await adoptSession(saved);
if (vkcb) {
// The full-page redirect lost the in-app route, so hand the callback to Profile, which
@@ -1023,6 +1190,7 @@ export async function logout(): Promise<void> {
app.splashDone = false;
gateway.setToken(null);
await clearSession();
await clearProfile();
app.session = null;
app.profile = null;
navigate('/login');
@@ -1174,4 +1342,11 @@ if (import.meta.env.MODE === 'mock' && typeof window !== 'undefined') {
closeStream();
app.blocked = { blocked: true, permanent: true, until: '', reason: '', ...b };
};
// Expose the router so the e2e can assert navigate() updates the route synchronously (no
// hashchange lag): a route that trailed the hash for a frame let bootstrap's `app.ready` flip
// render the previous route under the new screen (the empty-hash lobby flashing under login).
(window as unknown as { __router?: { navigate(p: string): void; route(): string } }).__router = {
navigate,
route: () => router.route.name,
};
}
+22
View File
@@ -712,6 +712,28 @@ describe('codec', () => {
expect(decodeProfile(b.asUint8Array()).variantPreferences).toEqual(['erudit_ru', 'scrabble_en']);
});
it('decodes the profile dictionary versions into a per-variant map', () => {
const b = new Builder(128);
const uid = b.createString('u-1');
const en = fb.DictVersion.createDictVersion(b, b.createString('scrabble_en'), b.createString('v1.3.0'));
const er = fb.DictVersion.createDictVersion(b, b.createString('erudit_ru'), b.createString('v1.2.0'));
const vec = fb.Profile.createDictVersionsVector(b, [en, er]);
fb.Profile.startProfile(b);
fb.Profile.addUserId(b, uid);
fb.Profile.addDictVersions(b, vec);
b.finish(fb.Profile.endProfile(b));
expect(decodeProfile(b.asUint8Array()).dictVersions).toEqual({ scrabble_en: 'v1.3.0', erudit_ru: 'v1.2.0' });
});
it('decodes an absent dict_versions vector to an empty map', () => {
const b = new Builder(64);
const uid = b.createString('u-1');
fb.Profile.startProfile(b);
fb.Profile.addUserId(b, uid);
b.finish(fb.Profile.endProfile(b));
expect(decodeProfile(b.asUint8Array()).dictVersions).toEqual({});
});
it('encodes the update-profile variant preferences', () => {
const buf = encodeUpdateProfile({
displayName: 'Kaya',
+17
View File
@@ -364,9 +364,25 @@ export function decodeProfile(buf: Uint8Array): Profile {
email: s(p.email()),
telegramLinked: p.telegramLinked(),
vkLinked: p.vkLinked(),
dictVersions: decodeDictVersions(p),
};
}
// decodeDictVersions reads the profile's per-variant current dictionary versions into a
// variant-keyed map, so the offline preloader can look up the version for each enabled
// variant. An entry with an unknown variant or empty version is skipped.
function decodeDictVersions(p: fb.Profile): Partial<Record<Variant, string>> {
const out: Partial<Record<Variant, string>> = {};
for (let i = 0; i < p.dictVersionsLength(); i++) {
const dv = p.dictVersions(i);
if (!dv) continue;
const variant = s(dv.variant()) as Variant;
const version = s(dv.version());
if (variant && version) out[variant] = version;
}
return out;
}
// decodeVariantPreferences reads the Profile.variant_preferences vector (the variants
// the player enabled in Settings).
function decodeVariantPreferences(p: fb.Profile): Variant[] {
@@ -445,6 +461,7 @@ function decodeStateViewTable(v: fb.StateView): StateView {
bagLen: v.bagLen(),
hintsRemaining: v.hintsRemaining(),
walletBalance: v.walletBalance(),
hintUnlockLeftSeconds: v.hintUnlockLeftSeconds(),
};
}
+22 -1
View File
@@ -9,6 +9,7 @@
// other traffic is in flight.
import { backoffMs } from './retry';
import { offlineMode } from './offline.svelte';
let online = $state(true);
let watchTimer: ReturnType<typeof setTimeout> | null = null;
@@ -27,6 +28,24 @@ export function registerProbe(fn: () => Promise<void>): void {
probe = fn;
}
/**
* checkReachable runs the reachability probe once, bounded by timeoutMs, and reports whether the
* gateway answered a single attempt (no retry loop), for the cold-start network decision while
* updating the online signal. It reports false when no probe is registered or the timeout wins.
*/
export async function checkReachable(timeoutMs: number): Promise<boolean> {
if (!probe) return false;
try {
await Promise.race([
probe(),
new Promise<never>((_, reject) => setTimeout(() => reject(new Error('reachability timeout')), timeoutMs)),
]);
return true;
} catch {
return false;
}
}
/** reportOnline marks the gateway reachable and stops the watcher. */
export function reportOnline(): void {
online = true;
@@ -51,7 +70,9 @@ function scheduleProbe(attempt: number): void {
watchTimer = setTimeout(
() => {
watchTimer = null;
if (online || !probe) return;
// Never probe the network in offline mode (the kill switch); the online/offline events drive
// recovery there instead.
if (online || !probe || offlineMode.active) return;
probe().then(reportOnline, () => scheduleProbe(Math.min(attempt + 1, 6)));
},
backoffMs(attempt),
+68
View File
@@ -0,0 +1,68 @@
import { describe, it, expect } from 'vitest';
import { readFileSync } from 'node:fs';
import { Dawg } from './dawg';
// The step-by-step DAWG cursor (root/final/next/arcs) is the primitive the move
// generator walks. These fast unit tests pin it against a small committed sample
// dictionary (backend/cmd/movegen); the full parity vs the Go solver lands with
// the generator's conformance fixtures.
const bytes = new Uint8Array(readFileSync(new URL('./testdata/sample_en.dawg', import.meta.url)));
const fixture = JSON.parse(
readFileSync(new URL('./testdata/sample_en.words.json', import.meta.url), 'utf8'),
) as { numAdded: number; words: string[]; indexes: number[][] };
const key = (w: number[]): string => w.join(',');
// enumerateWords walks the whole automaton depth-first, collecting the index path
// at every accepting node — i.e. every stored word.
function enumerateWords(d: Dawg): number[][] {
const out: number[][] = [];
const path: number[] = [];
const visit = (node: number): void => {
d.arcs(node, (label, dest, final) => {
path.push(label);
if (final) out.push(path.slice());
visit(dest);
path.pop();
return true;
});
};
if (d.final(d.root())) out.push([]);
visit(d.root());
return out;
}
describe('dawg cursor', () => {
it('parses the sample fixture', () => {
const d = new Dawg(bytes);
expect(d.numAdded).toBe(fixture.numAdded);
});
it('root is not an accepting state (the sample has no empty word)', () => {
const d = new Dawg(bytes);
expect(d.final(d.root())).toBe(false);
});
it('enumerates exactly the stored words', () => {
const d = new Dawg(bytes);
const got = enumerateWords(d).map(key).sort();
const want = fixture.indexes.map(key).sort();
expect(got).toEqual(want);
});
it('next walks a stored word to an accepting node and rejects a non-edge', () => {
const d = new Dawg(bytes);
let node = d.root();
for (const ch of [2, 0, 17, 4, 3]) {
// "cared"
node = d.next(node, ch);
expect(node).toBeGreaterThanOrEqual(0);
}
expect(d.final(node)).toBe(true);
// "care" (index [2,0,17,4]) is an internal accepting node on the way to "cared".
const care = [2, 0, 17, 4].reduce((n, ch) => d.next(n, ch), d.root());
expect(d.final(care)).toBe(true);
// No stored word starts with 'z' (index 25).
expect(d.next(d.root(), 25)).toBe(-1);
});
});
+79
View File
@@ -95,6 +95,85 @@ export class Dawg {
return this.indexOf(word) >= 0;
}
// --- Step-by-step traversal (the move generator's primitive) ---------------
//
// A `Node` is a bit offset into the graph; 0 denotes the root (which resolves
// to firstNodeOffset). These mirror dafsa's traverse.go Cursor (Root/Final/
// Next/Arcs) over the same bitstream this reader already decodes, so the ported
// generator can drive the automaton one transition at a time. Single-threaded
// JS shares this reader's position across calls; every method re-seeks to its
// node on entry, and arcs brackets the callback with a save/restore, so nested
// use during a walk is safe. Mirrors dafsa (*Cursor).
/** root returns the start state of the automaton. */
root(): number {
return 0;
}
/** final reports whether node is an accepting state (a stored word ends there). */
final(node: number): boolean {
if (this.numEdges <= 0) {
return this.hasEmptyWord && node === 0;
}
this.p = node === 0 ? this.firstNodeOffset : node;
return this.readBits(1) === 1;
}
/**
* next follows the edge labelled ch (an alphabet index) from node, returning the
* destination node, or -1 when no such edge exists.
*/
next(node: number, ch: number): number {
return this.getEdge(node, ch) ? this.eNode : -1;
}
/**
* arcs calls fn for each out-edge of node in ascending label order, passing the
* edge's label, its destination node and whether that destination is accepting.
* It stops early if fn returns false. Mirrors dafsa (*Cursor).Arcs.
*/
arcs(node: number, fn: (label: number, dest: number, final: boolean) => boolean): void {
if (this.numEdges <= 0) {
return;
}
this.p = node === 0 ? this.firstNodeOffset : node;
this.readBits(1); // node final flag — not needed here
const fallthrough = this.readBits(1);
if (fallthrough === 1) {
const label = this.readBits(this.cbits);
// The reader now sits at the destination node, whose first bit is its final flag.
const dest = this.p;
const final = this.readBits(1) === 1;
fn(label, dest, final);
return;
}
const nskiplen = bitsLen(this.wbits);
let nskip = 0;
let numEdges = 1;
if (this.readBits(1) !== 1) {
// not a single edge
numEdges = this.readUnsigned();
nskip = this.readBits(nskiplen);
}
for (let i = 0; i < numEdges; i++) {
const label = this.readBits(this.cbits);
if (i > 0) {
this.readBits(nskip); // per-edge skip count, unused for traversal
}
const dest = this.readBits(this.abits);
const resume = this.p;
this.p = dest;
const final = this.readBits(1) === 1;
if (!fn(label, dest, final)) {
return;
}
this.p = resume;
}
}
// getEdge resolves the outgoing edge for ch from the node at the given bit
// offset. On success it fills eNode/eCount/eFinal and returns true. Mirrors
// dafsa (*dawg).getEdge.
+99
View File
@@ -0,0 +1,99 @@
import { describe, it, expect } from 'vitest';
import { readFileSync } from 'node:fs';
import { Dawg } from './dawg';
import { generateMoves, GenRack, type GenBoard, type Mode } from './generate';
import type { Ruleset } from './validate';
// Conformance gate for the ported move generator: for each committed position it must
// return exactly the ranked play list the real Go solver returns (backend/cmd/movegen).
// The Russian sample reaches alphabet index 32, exercising the 33-letter cross-set.
interface Tile {
row: number;
col: number;
letter: number;
blank: boolean;
}
interface GenMove {
dir: number;
tiles: Tile[];
score: number;
}
interface Fixture {
ruleset: {
size: number;
cols: number;
center: number;
rackSize: number;
bingo: number;
values: number[];
letterMult: number[][];
wordMult: number[][];
};
cases: {
name: string;
placed: Tile[] | null;
rack: { letters: number[]; blanks: number };
mode: number;
ignoreCrossWords: boolean;
moves: GenMove[];
}[];
}
function load(tag: string): { dawg: Dawg; fx: Fixture } {
const bytes = new Uint8Array(readFileSync(new URL(`./testdata/sample_${tag}.dawg`, import.meta.url)));
const fx = JSON.parse(
readFileSync(new URL(`./testdata/sample_${tag}.gen.json`, import.meta.url), 'utf8'),
) as Fixture;
return { dawg: new Dawg(bytes), fx };
}
function buildBoard(placed: Tile[], cols: number): GenBoard {
const grid: ({ letter: number; blank: boolean } | null)[] = new Array(cols * cols).fill(null);
for (const t of placed) grid[t.row * cols + t.col] = { letter: t.letter, blank: t.blank };
const inBounds = (r: number, c: number): boolean => r >= 0 && r < cols && c >= 0 && c < cols;
return {
rows: cols,
cols,
inBounds,
filled: (r, c) => inBounds(r, c) && grid[r * cols + c] !== null,
cellAt: (r, c) => grid[r * cols + c]!,
isEmpty: () => placed.length === 0,
};
}
function rulesetFor(fx: Fixture, ignoreCrossWords: boolean): Ruleset {
const r = fx.ruleset;
return {
cols: r.cols,
center: r.center,
rackSize: r.rackSize,
bingo: r.bingo,
values: r.values,
letterMult: (row, col) => r.letterMult[row][col],
wordMult: (row, col) => r.wordMult[row][col],
ignoreCrossWords,
};
}
// sig is an order-stable signature of a move: orientation, score and its placed tiles
// sorted by square — so two lists compare equal iff they rank the same plays the same way.
function sig(m: GenMove): string {
const ts = m.tiles.slice().sort((a, b) => (a.row !== b.row ? a.row - b.row : a.col - b.col));
return `${m.dir}#${m.score}#` + ts.map((t) => `${t.row},${t.col},${t.letter}${t.blank ? '*' : ''}`).join(';');
}
for (const tag of ['en', 'ru']) {
describe(`move generator parity vs Go solver (${tag})`, () => {
const { dawg, fx } = load(tag);
for (const c of fx.cases) {
it(c.name, () => {
const board = buildBoard(c.placed ?? [], fx.ruleset.cols);
const rack = GenRack.from(fx.ruleset.size, c.rack.letters, c.rack.blanks);
const rs = rulesetFor(fx, c.ignoreCrossWords);
const got = generateMoves(dawg, board, rack, rs, c.mode as Mode);
expect(got.map(sig)).toEqual(c.moves.map(sig));
});
}
});
}
+113
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@@ -0,0 +1,113 @@
import { describe, it, expect } from 'vitest';
import { readFileSync, existsSync } from 'node:fs';
import { join } from 'node:path';
import { Dawg } from './dawg';
import { generateMoves, GenRack, type GenBoard, type Mode } from './generate';
import type { Ruleset } from './validate';
// Full-dictionary conformance for the ported move generator: for positions over the real
// shipped dictionaries (deep graphs and full 26/33-letter alphabets the tiny committed
// samples cannot reach) it must return exactly the ranked list the Go solver does. The
// golden vectors come from `go run ./backend/cmd/movegen -dawg-dir <dawg> -out <dir>` and
// the CI conformance job wires the two directories in; the suite skips when they are unset.
const dawgDir = process.env.DICT_DAWG_DIR;
const goldDir = process.env.DICT_MOVEGEN_DIR;
const ready = !!dawgDir && !!goldDir && existsSync(dawgDir) && existsSync(goldDir);
// variant -> the release dawg file name (matches dawg.parity.test.ts / the movegen tool).
const variants = [
{ variant: 'scrabble_en', dawg: 'en_sowpods' },
{ variant: 'scrabble_ru', dawg: 'ru_scrabble' },
{ variant: 'erudit_ru', dawg: 'ru_erudit' },
];
interface Tile {
row: number;
col: number;
letter: number;
blank: boolean;
}
interface GenMove {
dir: number;
tiles: Tile[];
score: number;
}
interface Fixture {
ruleset: {
size: number;
cols: number;
center: number;
rackSize: number;
bingo: number;
values: number[];
letterMult: number[][];
wordMult: number[][];
};
cases: {
name: string;
placed: Tile[] | null;
rack: { letters: number[]; blanks: number };
mode: number;
ignoreCrossWords: boolean;
moves: GenMove[];
}[];
}
function buildBoard(placed: Tile[], cols: number): GenBoard {
const grid: ({ letter: number; blank: boolean } | null)[] = new Array(cols * cols).fill(null);
for (const t of placed) grid[t.row * cols + t.col] = { letter: t.letter, blank: t.blank };
const inBounds = (r: number, c: number): boolean => r >= 0 && r < cols && c >= 0 && c < cols;
return {
rows: cols,
cols,
inBounds,
filled: (r, c) => inBounds(r, c) && grid[r * cols + c] !== null,
cellAt: (r, c) => grid[r * cols + c]!,
isEmpty: () => placed.length === 0,
};
}
function rulesetFor(fx: Fixture, ignoreCrossWords: boolean): Ruleset {
const r = fx.ruleset;
return {
cols: r.cols,
center: r.center,
rackSize: r.rackSize,
bingo: r.bingo,
values: r.values,
letterMult: (row, col) => r.letterMult[row][col],
wordMult: (row, col) => r.wordMult[row][col],
ignoreCrossWords,
};
}
function sig(m: GenMove): string {
const ts = m.tiles.slice().sort((a, b) => (a.row !== b.row ? a.row - b.row : a.col - b.col));
return `${m.dir}#${m.score}#` + ts.map((t) => `${t.row},${t.col},${t.letter}${t.blank ? '*' : ''}`).join(';');
}
describe.skipIf(!ready)('move generator parity vs Go on the real dictionaries', () => {
for (const v of variants) {
describe(v.variant, () => {
// Guard the collection-time reads: the block is skipped when the dirs are unset, but
// the describe callback still runs to register tests, so touch the filesystem only
// when ready (otherwise join(undefined, …) would throw during a normal unit run).
if (!ready) return;
const fx = JSON.parse(readFileSync(join(goldDir!, `${v.variant}.movegen.json`), 'utf8')) as Fixture;
const dawg = new Dawg(new Uint8Array(readFileSync(join(dawgDir!, `${v.dawg}.dawg`))));
for (const c of fx.cases) {
it(
c.name,
() => {
const board = buildBoard(c.placed ?? [], fx.ruleset.cols);
const rack = GenRack.from(fx.ruleset.size, c.rack.letters, c.rack.blanks);
const rs = rulesetFor(fx, c.ignoreCrossWords);
const got = generateMoves(dawg, board, rack, rs, c.mode as Mode);
expect(got.map(sig)).toEqual(c.moves.map(sig));
},
60_000,
);
}
});
}
});
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// Local move generator: every legal play for a rack on a board, ranked by
// descending score. Ported from the scrabble-solver engine — the Appel-Jacobson
// two-phase algorithm (LeftPart then ExtendRight) over a plain left-to-right DAWG
// (scrabble/gen_dawg.go, gen.go, crossset.go, solver.go, key.go). It walks the DAWG
// with the cursor from dawg.ts and scores each play with evaluate() from validate.ts,
// so the whole robot brain runs on-device. Faithfulness to the Go solver is pinned by
// generate.parity.test.ts against golden fixtures (backend/cmd/movegen).
//
// Everything works in alphabet-index space, mirroring the Go engine. A letterSet is
// a per-square cross-set (the letters that form a legal perpendicular word there);
// it is a boolean membership array rather than a uint64, so alphabet indexes past
// JS's 31-bit shift boundary (Russian has 33 letters) are handled exactly.
import { Dawg } from './dawg';
import {
evaluate,
connected,
Horizontal,
Vertical,
type Board,
type Ruleset,
type Move,
type Placement,
type Direction,
} from './validate';
/** Both generates across plays (on the board) and down plays (on its transpose). */
export const Both = 0;
/** OnlyHorizontal generates across plays only. */
export const OnlyHorizontal = 1;
/** OnlyVertical generates down plays only (Эрудит plays a single orientation per turn). */
export const OnlyVertical = 2;
export type Mode = typeof Both | typeof OnlyHorizontal | typeof OnlyVertical;
function modeIncludes(mode: Mode, dir: Direction): boolean {
if (mode === Both) return true;
if (mode === OnlyHorizontal) return dir === Horizontal;
return dir === Vertical;
}
/**
* GenBoard is the board view the generator needs: the validator's read view plus the
* dimensions it iterates over. The whole board is square, so a transposed view (below)
* satisfies the same shape.
*/
export interface GenBoard extends Board {
rows: number;
cols: number;
}
/**
* GenRack is a rack as per-letter tile counts plus a blank slot, mirroring
* scrabble-solver/rack. The generator mutates a single rack in place removing a
* tile, recursing, putting it back so the operations are O(1) and allocation-free.
*/
export class GenRack {
private readonly counts: Int32Array;
/** Construct an empty rack for an alphabet of the given size (a trailing blank slot). */
constructor(size: number) {
this.counts = new Int32Array(size + 1);
}
/** from builds a rack from a multiset of letter indexes plus a blank count. */
static from(size: number, letters: readonly number[], blanks: number): GenRack {
const r = new GenRack(size);
for (const l of letters) r.counts[l]++;
r.counts[size] += blanks;
return r;
}
/** has reports whether at least one tile of the letter index is on the rack. */
has(letter: number): boolean {
return this.counts[letter] > 0;
}
/** blanks returns how many blank tiles are on the rack. */
blanks(): number {
return this.counts[this.counts.length - 1];
}
remove(letter: number): void {
this.counts[letter]--;
}
add(letter: number): void {
this.counts[letter]++;
}
removeBlank(): void {
this.counts[this.counts.length - 1]--;
}
addBlank(): void {
this.counts[this.counts.length - 1]++;
}
/** clone returns an independent copy. */
clone(): GenRack {
const c = new GenRack(this.counts.length - 1);
c.counts.set(this.counts);
return c;
}
}
// --- cross-sets ------------------------------------------------------------------
//
// A LetterSet is membership over alphabet letter indexes. Mirrors scrabble.letterSet
// (a uint64) but as a Uint8Array so index 32 (Russian) is exact under JS bit ops.
type LetterSet = Uint8Array;
function fullSet(size: number): LetterSet {
return new Uint8Array(size).fill(1);
}
// walk follows word (alphabet indexes) left to right from the root; -1 if it derails.
function walk(dawg: Dawg, word: readonly number[]): number {
let n = dawg.root();
for (const l of word) {
n = dawg.next(n, l);
if (n < 0) return -1;
}
return n;
}
// completers returns the letters X (< size) whose arc from state leads directly to an
// accepting node — the deterministic cross-set primitive. Mirrors scrabble.completers.
function completers(dawg: Dawg, state: number, size: number): LetterSet {
const set = new Uint8Array(size);
dawg.arcs(state, (label, _dest, final) => {
if (final && label < size) set[label] = 1;
return true;
});
return set;
}
// dawgCrossSet returns the letters X for which above·X·below is a stored word. Mirrors
// scrabble.dawgCrossSet: a right extension (no tiles below) just completes the prefix
// above; a left extension (tiles below) probes each X. above/below are letter indexes.
function dawgCrossSet(dawg: Dawg, above: number[], below: number[], size: number): LetterSet {
if (above.length === 0 && below.length === 0) return fullSet(size);
if (below.length === 0) {
const node = walk(dawg, above);
if (node < 0) return new Uint8Array(size);
return completers(dawg, node, size);
}
let node = dawg.root();
if (above.length > 0) {
node = walk(dawg, above);
if (node < 0) return new Uint8Array(size);
}
const set = new Uint8Array(size);
for (let x = 0; x < size; x++) {
let m = dawg.next(node, x);
if (m < 0) continue;
let ok = true;
for (const l of below) {
m = dawg.next(m, l);
if (m < 0) {
ok = false;
break;
}
}
if (ok && dawg.final(m)) set[x] = 1;
}
return set;
}
// columnContext returns the contiguous run of filled cells immediately above and below
// the empty square (r, c), each top to bottom, as letter indexes — the tiles a
// perpendicular word through (r, c) would include. Mirrors scrabble.columnContext.
function columnContext(b: GenBoard, r: number, c: number): { above: number[]; below: number[] } {
const above: number[] = [];
let start = r;
while (start - 1 >= 0 && b.filled(start - 1, c)) start--;
for (let rr = start; rr < r; rr++) above.push(b.cellAt(rr, c).letter);
const below: number[] = [];
let end = r;
while (end + 1 < b.rows && b.filled(end + 1, c)) end++;
for (let rr = r + 1; rr <= end; rr++) below.push(b.cellAt(rr, c).letter);
return { above, below };
}
// transpose returns a view of b with rows and columns swapped, so down-play generation
// runs as across generation. Mirrors board.Transpose (as a lazy view).
function transpose(b: GenBoard): GenBoard {
return {
rows: b.cols,
cols: b.rows,
inBounds: (r, c) => b.inBounds(c, r),
filled: (r, c) => b.filled(c, r),
cellAt: (r, c) => b.cellAt(c, r),
isEmpty: () => b.isEmpty(),
};
}
// A tentatively placed left-part tile; its column is fixed only at record time.
interface TileInfo {
letter: number;
blank: boolean;
}
// AcrossGen carries one across-generation pass over a board. Mirrors scrabble.acrossGen.
class AcrossGen {
private row = 0;
private readonly left: TileInfo[] = [];
private readonly right: Placement[] = [];
constructor(
private readonly dawg: Dawg,
private readonly bd: GenBoard,
private readonly rk: GenRack,
private readonly cross: (r: number, c: number) => LetterSet,
private readonly emit: (placements: Placement[]) => void,
) {}
generateRow(row: number, firstMove: boolean, centerRow: number, centerCol: number): void {
this.row = row;
let limit = 0;
for (let col = 0; col < this.bd.cols; col++) {
if (this.bd.filled(row, col)) {
limit = 0;
continue;
}
const anchor = firstMove ? row === centerRow && col === centerCol : this.hasFilledNeighbor(row, col);
if (!anchor) {
limit++;
continue;
}
this.left.length = 0;
this.right.length = 0;
if (col > 0 && this.bd.filled(row, col - 1)) {
const pre = this.walkPrefix(row, col);
if (pre.ok) this.extendRight(pre.node, col, col);
} else {
this.leftPart(this.dawg.root(), col, limit);
}
limit = 0;
}
}
private hasFilledNeighbor(r: number, c: number): boolean {
return this.bd.filled(r - 1, c) || this.bd.filled(r + 1, c) || this.bd.filled(r, c - 1) || this.bd.filled(r, c + 1);
}
// walkPrefix walks the DAWG through the filled run ending at col-1, returning the
// node reached and whether that prefix exists. Mirrors scrabble.acrossGen.walkPrefix.
private walkPrefix(row: number, col: number): { node: number; ok: boolean } {
let start = col - 1;
while (start - 1 >= 0 && this.bd.filled(row, start - 1)) start--;
let node = this.dawg.root();
for (let c = start; c < col; c++) {
node = this.dawg.next(node, this.bd.cellAt(row, c).letter);
if (node < 0) return { node, ok: false };
}
return { node, ok: true };
}
// leftPart places left-part tiles from the rack (up to limit), calling extendRight
// after each prefix. Mirrors scrabble.acrossGen.leftPart.
private leftPart(node: number, anchorCol: number, limit: number): void {
this.extendRight(node, anchorCol, anchorCol);
if (limit === 0) return;
this.dawg.arcs(node, (label, dest) => {
if (this.rk.has(label)) {
this.rk.remove(label);
this.left.push({ letter: label, blank: false });
this.leftPart(dest, anchorCol, limit - 1);
this.left.pop();
this.rk.add(label);
}
if (this.rk.blanks() > 0) {
this.rk.removeBlank();
this.left.push({ letter: label, blank: true });
this.leftPart(dest, anchorCol, limit - 1);
this.left.pop();
this.rk.addBlank();
}
return true;
});
}
// extendRight extends the word rightward from col, placing rack tiles on empty
// squares (constrained by cross-sets) and following board tiles. A word is recorded
// only past the anchor. Mirrors scrabble.acrossGen.extendRight.
private extendRight(node: number, col: number, anchorCol: number): void {
if (col >= this.bd.cols) {
if (col > anchorCol && this.dawg.final(node)) this.record(anchorCol);
return;
}
if (this.bd.filled(this.row, col)) {
const dest = this.dawg.next(node, this.bd.cellAt(this.row, col).letter);
if (dest >= 0) this.extendRight(dest, col + 1, anchorCol);
return;
}
if (col > anchorCol && this.dawg.final(node)) this.record(anchorCol);
const cross = this.cross(this.row, col);
this.dawg.arcs(node, (label, dest) => {
if (cross[label] !== 1) return true;
if (this.rk.has(label)) {
this.rk.remove(label);
this.right.push({ row: this.row, col, letter: label, blank: false });
this.extendRight(dest, col + 1, anchorCol);
this.right.pop();
this.rk.add(label);
}
if (this.rk.blanks() > 0) {
this.rk.removeBlank();
this.right.push({ row: this.row, col, letter: label, blank: true });
this.extendRight(dest, col + 1, anchorCol);
this.right.pop();
this.rk.addBlank();
}
return true;
});
}
// record assembles the play (left part at fixed columns, then the right part) and
// reports it, skipping plays that lay no new tile. Mirrors scrabble.acrossGen.record.
private record(anchorCol: number): void {
if (this.left.length + this.right.length === 0) return;
const placements: Placement[] = [];
const leftStart = anchorCol - this.left.length;
for (let i = 0; i < this.left.length; i++) {
placements.push({ row: this.row, col: leftStart + i, letter: this.left[i].letter, blank: this.left[i].blank });
}
for (const p of this.right) placements.push(p);
this.emit(placements);
}
}
// runAcross generates all across plays on bd and reports each via emit in bd's
// coordinates. Cross-sets are computed lazily (vertical words on bd) and cached.
// Mirrors DAWGGenerator.runAcross.
function runAcross(
dawg: Dawg,
bd: GenBoard,
rk: GenRack,
size: number,
rs: Ruleset,
centerRow: number,
centerCol: number,
emit: (placements: Placement[]) => void,
): void {
let crossFn: (r: number, c: number) => LetterSet;
if (rs.ignoreCrossWords) {
const full = fullSet(size);
crossFn = () => full;
} else {
const cache = new Array<LetterSet | undefined>(bd.rows * bd.cols);
crossFn = (r, c) => {
const i = r * bd.cols + c;
let s = cache[i];
if (!s) {
const { above, below } = columnContext(bd, r, c);
s = dawgCrossSet(dawg, above, below, size);
cache[i] = s;
}
return s;
};
}
const ag = new AcrossGen(dawg, bd, rk, crossFn, emit);
const firstMove = bd.isEmpty();
for (let row = 0; row < bd.rows; row++) {
ag.generateRow(row, firstMove, centerRow, centerCol);
}
}
// moveKey is a canonical string identifying a play (direction plus its placed tiles),
// used to de-duplicate and rank generated moves. Mirrors scrabble.moveKey.
export function moveKey(dir: Direction, placements: readonly Placement[]): string {
const ps = placements.slice().sort((a, b) => (a.row !== b.row ? a.row - b.row : a.col - b.col));
let s = String(dir);
for (const p of ps) s += `;${p.row},${p.col},${p.letter}${p.blank ? '*' : ''}`;
return s;
}
/**
* generateMoves returns every legal play for rack on board in the mode's orientations,
* ranked by descending score (ties broken by the canonical move key). It walks the DAWG
* with the cursor and scores each play with evaluate(); the alphabet size is taken from
* the ruleset's value table. Mirrors (*Solver).GenerateMovesOpts (the ruleset carries
* ignoreCrossWords for the single-word rule).
*/
export function generateMoves(dawg: Dawg, board: GenBoard, rack: GenRack, rs: Ruleset, mode: Mode = Both): Move[] {
const size = rs.values.length;
const rk = rack.clone(); // generation mutates the rack in place and restores it
const centerRow = Math.floor(rs.center / rs.cols);
const centerCol = rs.center % rs.cols;
const moves: Move[] = [];
const seen = new Set<string>();
const emit = (dir: Direction, placements: Placement[]): void => {
const key = moveKey(dir, placements);
if (seen.has(key)) return;
const res = evaluate(board, rs, dir, placements);
if (res.err || !res.move) return;
seen.add(key);
moves.push(res.move);
};
if (modeIncludes(mode, Horizontal)) {
runAcross(dawg, board, rk, size, rs, centerRow, centerCol, (p) => emit(Horizontal, p));
}
if (modeIncludes(mode, Vertical)) {
const tb = transpose(board);
runAcross(dawg, tb, rk, size, rs, centerCol, centerRow, (p) => {
const rp = p.map((pl) => ({ row: pl.col, col: pl.row, letter: pl.letter, blank: pl.blank }));
emit(Vertical, rp);
});
}
const kept = moves.filter((m) => connected(board, rs, m));
kept.sort((a, b) => {
if (a.score !== b.score) return b.score - a.score;
const ka = moveKey(a.dir, a.tiles);
const kb = moveKey(b.dir, b.tiles);
return ka < kb ? -1 : ka > kb ? 1 : 0;
});
return kept;
}
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// Browser orchestration for the offline-toggle readiness wait. Lazily imported by
// offline.svelte.ts's requestOffline so the dict loader/generator it pulls in stays out of the main
// bundle. It runs the same cache-first preload as the background warmup (preload.ts), but bounded by
// a UI wait: it tells the toggle whether flipping to offline can succeed right now, and leaves the
// fetch running on a timeout so a later flip is instant.
import type { Profile } from '../model';
import { preloadDicts } from './preload';
import { getDawg, dictLoadingDisabled } from '../dict';
import { raceOfflineReady } from '../offline';
/**
* ensureOfflineDicts fetches the profile's enabled variants' dictionaries cache-first (instant when
* already warm, a network fetch otherwise) and reports, within budgetMs, whether every one is
* available the offline toggle's readiness gate. With no enabled variant there is nothing to play
* offline, so it is never ready. The fetch is not aborted on a timeout; it keeps warming the
* on-device cache in the background so a later flip to offline succeeds immediately.
*/
export async function ensureOfflineDicts(prof: Profile, budgetMs: number): Promise<boolean> {
if (prof.variantPreferences.length === 0) return false;
const run = preloadDicts(prof.dictVersions, prof.variantPreferences, {
getDawg,
disabled: dictLoadingDisabled,
retries: 1,
});
return raceOfflineReady(run, budgetMs);
}
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import { describe, it, expect } from 'vitest';
import { preloadDicts } from './preload';
import type { Variant } from '../model';
import type { Dawg } from './dawg';
// A non-null stand-in for a loaded reader — preloadDicts only checks getDawg's result for null.
const DAWG = {} as Dawg;
const noSleep = (): Promise<void> => Promise.resolve();
describe('preloadDicts', () => {
it('fetches every enabled variant that has a known version', async () => {
const calls: string[] = [];
const res = await preloadDicts({ scrabble_en: 'v1', scrabble_ru: 'v2', erudit_ru: 'v3' }, ['scrabble_en', 'erudit_ru'], {
getDawg: async (v: Variant, ver: string) => {
calls.push(`${v}@${ver}`);
return DAWG;
},
disabled: () => false,
sleep: noSleep,
});
expect(res.ok).toEqual(['scrabble_en', 'erudit_ru']);
expect(res.failed).toEqual([]);
expect(calls).toEqual(['scrabble_en@v1', 'erudit_ru@v3']);
});
it('marks a variant with no known version as failed without fetching it', async () => {
const calls: string[] = [];
const res = await preloadDicts({ scrabble_en: 'v1' }, ['scrabble_en', 'scrabble_ru'], {
getDawg: async (v: Variant) => {
calls.push(v);
return DAWG;
},
disabled: () => false,
sleep: noSleep,
});
expect(res.ok).toEqual(['scrabble_en']);
expect(res.failed).toEqual(['scrabble_ru']);
expect(calls).toEqual(['scrabble_en']);
});
it('retries a transient failure with linear backoff, then succeeds', async () => {
let attempts = 0;
const waits: number[] = [];
const res = await preloadDicts({ scrabble_en: 'v1' }, ['scrabble_en'], {
getDawg: async () => (++attempts >= 3 ? DAWG : null),
disabled: () => false,
sleep: async (ms: number) => void waits.push(ms),
retries: 3,
backoffMs: 100,
});
expect(res.ok).toEqual(['scrabble_en']);
expect(attempts).toBe(3);
expect(waits).toEqual([100, 200]);
});
it('gives up a persistent failure after the retry budget', async () => {
let attempts = 0;
const res = await preloadDicts({ scrabble_en: 'v1' }, ['scrabble_en'], {
getDawg: async () => {
attempts++;
return null;
},
disabled: () => false,
sleep: noSleep,
retries: 2,
});
expect(res.failed).toEqual(['scrabble_en']);
expect(res.ok).toEqual([]);
expect(attempts).toBe(3);
});
it('stops retrying once the session miss-breaker trips', async () => {
let attempts = 0;
const res = await preloadDicts({ scrabble_en: 'v1' }, ['scrabble_en'], {
getDawg: async () => {
attempts++;
return null;
},
disabled: () => true,
sleep: noSleep,
retries: 5,
});
expect(res.failed).toEqual(['scrabble_en']);
expect(attempts).toBe(1);
});
});
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// Background dictionary preload for offline readiness. An installed PWA with a confirmed email
// warms the dictionaries for the player's enabled variants while online, so a later switch to
// deliberate offline mode has the data it needs. The pure preloadDicts here takes its side effects
// (getDawg, the session miss-breaker, sleep) as dependencies, so it unit-tests in the node env. The
// eligibility and once/online guard live in offline.svelte.ts (kickDictPreload); the browser
// orchestration that supplies the real side effects and raises the in-lobby warning lives in
// preloadrun.ts, which offline.svelte.ts imports dynamically so neither the loader nor the
// generator is pulled into the main bundle.
import type { Variant } from '../model';
import type { Dawg } from './dawg';
/** PreloadDeps injects preloadDicts's side effects so the logic stays pure and testable. */
export interface PreloadDeps {
/** getDawg resolves the (variant, version) reader, serving memory/IndexedDB before the network,
* or null on any miss mirrors the in-game loader. */
getDawg: (variant: Variant, version: string) => Promise<Dawg | null>;
/** disabled reports whether the session dictionary miss-breaker has tripped (too many network
* misses this session); when it has, a network fetch will not recover, so retries stop. */
disabled: () => boolean;
/** sleep waits between retries; defaults to a real timer. */
sleep?: (ms: number) => Promise<void>;
/** retries is the number of extra attempts after the first (default 2). */
retries?: number;
/** backoffMs is the base linear backoff between attempts (default 800). */
backoffMs?: number;
}
/** PreloadResult reports which enabled variants ended up available (ok) and which are still
* missing (failed) after the preload the caller surfaces a warning when failed is non-empty. */
export interface PreloadResult {
ok: Variant[];
failed: Variant[];
}
/**
* preloadDicts fetches, via getDawg, the dictionary for each enabled variant that has a known
* version, retrying transient misses with linear backoff. A variant with no known version, or one
* still missing after the retry budget, lands in failed; the rest in ok. It never throws and stops
* retrying a variant once the session miss-breaker (disabled) trips, since the network will not
* recover this session a cached dictionary is still served by getDawg regardless.
*/
export async function preloadDicts(
versions: Partial<Record<Variant, string>>,
enabled: readonly Variant[],
deps: PreloadDeps,
): Promise<PreloadResult> {
const sleep = deps.sleep ?? ((ms) => new Promise<void>((r) => setTimeout(r, ms)));
const retries = deps.retries ?? 2;
const backoffMs = deps.backoffMs ?? 800;
const ok: Variant[] = [];
const failed: Variant[] = [];
for (const variant of enabled) {
const version = versions[variant];
if (!version) {
failed.push(variant);
continue;
}
let dawg: Dawg | null = null;
for (let attempt = 0; attempt <= retries; attempt++) {
dawg = await deps.getDawg(variant, version);
if (dawg || deps.disabled()) break;
if (attempt < retries) await sleep(backoffMs * (attempt + 1));
}
(dawg ? ok : failed).push(variant);
}
return { ok, failed };
}
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// Browser-only orchestration for the offline dictionary preload. Kept apart from the pure
// preloadDicts (preload.ts) — which unit-tests in the node env — and lazily imported by
// offline.svelte.ts's kickDictPreload, so the dict loader/generator it pulls in stays out of the
// main bundle. It supplies the real side effects (getDawg, the session miss-breaker) and raises the
// in-lobby notice when a first-lobby preload cannot fetch every enabled variant's dictionary.
import type { Profile } from '../model';
import { preloadDicts } from './preload';
import { getDawg, dictLoadingDisabled } from '../dict';
import { setDictPreloadWarning } from '../offline.svelte';
/**
* runPreload warms the dictionaries for the profile's enabled variants (using the versions the
* profile advertises) via the real dict loader, so a later switch to offline mode has the data.
* When warnOnFail is set (the first lobby entry), it raises the in-lobby notice if a variant is
* still missing afterwards, and clears it on a run where every variant is available.
*/
export async function runPreload(prof: Profile, warnOnFail: boolean): Promise<void> {
const res = await preloadDicts(prof.dictVersions, prof.variantPreferences, {
getDawg,
disabled: dictLoadingDisabled,
});
if (warnOnFail) setDictPreloadWarning(res.failed.length > 0);
}

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