Stage 17: test-contour verification & defect fixes #19

Merged
developer merged 28 commits from feature/stage-17-contour-verification-fixes into development 2026-06-07 19:20:40 +00:00
Owner

Stage 17 — test-contour verification & defect fixes. The owner's collected caveats were classified (fix-now / verify-then-fix / discuss), discussed where they were forks, and resolved in one session with tests where practical. Details in PLAN.mdRefinements → Stage 17.

Backend/domain

  • #6 Russian Scrabble fixed: UI sent russian, backend canonical is russian_scrabble → 400 (confirmed in contour logs); UI aligned.
  • #3 distinct nudge_own_turn result code + i18n; UI disables nudge on your own turn.
  • #2 connector name sanitized to the editable format; Player/Игрок-XXXXX fallback.
  • #5 variant-aware composed robot names (32 full + 32 colloquial first names + gender-agreed surnames; ru ≤20% latin).
  • #4 move-number-aware robot timing (1–5 min openings → 10–90 min endgames, skew k=4).
  • #7 emit the move event to the actor too (multi-device sync); opponent_moved stays in-app only.
  • #1 live game_move_duration{variant,phase} + Grafana panel; offline per-user min/avg/max + an inline-SVG by-move-number chart in the admin console.

Deploy/CI

  • #9 Telegram-connector liveness probe in the deploy job (docker inspect, with a VPN-handshake grace period).
  • #10 path-conditional unit/integration/ui behind a changes job + an always-running gate aggregate as the single required check.

UI

  • #11/#12 force Telegram colorScheme over OS prefers-color-scheme (fixes Telegram Desktop), hide the theme switcher.
  • #14/#15 nav bar = Telegram bg; ad-banner --ad-bg accent.
  • #16 suppress the reconnect banner while backgrounded + silent reconnect on return.
  • #17 hint zoom scrolls to the placement. #19/#20 plaque raised/sunk + tap toggles history. #21/#23 history jitter + pinned bottom shadow. #18a directional slide transitions. #13 per-game in-memory cache.

Verified, no change: #8 Grafana repeated-password is a browser Basic-Auth scoping quirk (server verified correct live); #22 multi-word history already implemented.

Tests: backend unit + an integration test for the move-duration queries (verified live against the contour DB); UI svelte-check (0 errors), 99 unit, 48 e2e, bundle under budget. After merge: branch protection switches to require only CI / gate.

Stage 17 — test-contour verification & defect fixes. The owner's collected caveats were classified (fix-now / verify-then-fix / discuss), discussed where they were forks, and resolved in one session with tests where practical. Details in `PLAN.md` → *Refinements → Stage 17*. **Backend/domain** - #6 Russian Scrabble fixed: UI sent `russian`, backend canonical is `russian_scrabble` → 400 (confirmed in contour logs); UI aligned. - #3 distinct `nudge_own_turn` result code + i18n; UI disables nudge on your own turn. - #2 connector name sanitized to the editable format; `Player`/`Игрок-XXXXX` fallback. - #5 variant-aware composed robot names (32 full + 32 colloquial first names + gender-agreed surnames; ru ≤20% latin). - #4 move-number-aware robot timing (1–5 min openings → 10–90 min endgames, skew k=4). - #7 emit the move event to the actor too (multi-device sync); `opponent_moved` stays in-app only. - #1 live `game_move_duration{variant,phase}` + Grafana panel; offline per-user min/avg/max + an inline-SVG by-move-number chart in the admin console. **Deploy/CI** - #9 Telegram-connector liveness probe in the deploy job (docker inspect, with a VPN-handshake grace period). - #10 path-conditional `unit`/`integration`/`ui` behind a `changes` job + an always-running `gate` aggregate as the single required check. **UI** - #11/#12 force Telegram `colorScheme` over OS prefers-color-scheme (fixes Telegram Desktop), hide the theme switcher. - #14/#15 nav bar = Telegram bg; ad-banner `--ad-bg` accent. - #16 suppress the reconnect banner while backgrounded + silent reconnect on return. - #17 hint zoom scrolls to the placement. #19/#20 plaque raised/sunk + tap toggles history. #21/#23 history jitter + pinned bottom shadow. #18a directional slide transitions. #13 per-game in-memory cache. **Verified, no change**: #8 Grafana repeated-password is a browser Basic-Auth scoping quirk (server verified correct live); #22 multi-word history already implemented. Tests: backend unit + an integration test for the move-duration queries (verified live against the contour DB); UI svelte-check (0 errors), 99 unit, 48 e2e, bundle under budget. After merge: branch protection switches to require only `CI / gate`.
developer added 4 commits 2026-06-06 08:31:50 +00:00
- #3 nudge-on-own-turn: distinct result code nudge_own_turn + i18n (was reused 'not_your_turn')
- #2 sanitize connector registration name to the editable format; Player/Игрок-XXXXX fallback
- #5 variant-aware robot name pools (composed full/colloquial first + surname forms; ru gets <=20% latin)
- #4 move-number-aware robot move timing (early 1-5min -> late 10-90min, skew k=4)
- #7 emit move event to the actor too (multi-device sync); opponent_moved stays in-app only
- #1 live game_move_duration{variant,phase} histogram + admin console per-user min/avg/max columns and an inline-SVG move-time-by-move-number chart (offline from the journal)
- ProvisionRobot bypasses editor name validation (system names like 'Peter J.')
- #10 a `changes` job path-filters unit/integration/ui; an always-running `gate` job aggregates them (success-or-skipped) and becomes the only required check
- #9 deploy adds a Telegram-connector liveness probe (docker inspect: running, not restarting, stable restart count) with a VPN-handshake grace period
- #1a Game-domain dashboard gains a 'Move think-time by phase (p50/p95)' panel
- deploy README: branch protection now requires only CI / gate
- #6 align the UI variant id to the backend canonical 'russian_scrabble' (type, variants, Lobby, mock, tests) — fixes the New->Russian 400
- #11/#12 inside Telegram force the colour scheme from WebApp.colorScheme (over OS prefers-color-scheme, fixing the Telegram Desktop breakage) and hide the theme switcher
- #14/#15 nav bar takes Telegram's bg; announcement banner gets a dedicated subtle --ad-bg accent token
- #16 suppress the reconnect banner while backgrounded and silently reconnect the live stream on return to the foreground
- #17 hint zoom scrolls to the placement's bounding box, not the top-left
- #19/#20 players plaque: active seat raised with side shadows, others sunk; tap toggles history
- #21/#23 history: scrollbar-gutter:stable (no word jitter); fixed-height drawer pins the bottom shadow to the board
- #3 (UI) disable nudge on the player's own turn
- #18a directional screen slide transitions (forward in from the right, back reveals the lobby)
- #13 per-game in-memory cache: instant render on re-entry + background refresh
- e2e: openGame waits for the slide transition to settle
Stage 17: bake decisions into PLAN, ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN, READMEs; mark stage done
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09fec2b83c
- PLAN: Stage 17 Refinements entry + caveats resolved summary + tracker done
- ARCHITECTURE §7 (move-number robot timing, composed variant-aware names), §10 (move event to the actor too), §11 (game_move_duration metric + offline admin per-user analytics), §14 (current branch model, path-conditional CI + gate, connector liveness)
- FUNCTIONAL(+ru): robot draws language-appropriate names
- UI_DESIGN: screen transitions, Telegram theme/nav, ad-banner accent, players plaque + history drawer
- backend README: robot timing/names refinements
developer added 2 commits 2026-06-06 10:38:13 +00:00
- Grafana: disable Live (GF_LIVE_MAX_CONNECTIONS=0) so its WebSocket no longer trips caddy Basic-Auth and re-prompts; admin console gains a Grafana nav link
- deploy: force-recreate config-only services so reseeded Grafana dashboards / Caddyfile are actually picked up (the move-duration panel was invisible because the bind-mount went stale)
- rate-limit: raise per-user budget 120/40 -> 300/80; UI skips reloading on the echo of the player's own move (fewer requests, no double-load)
- iOS/Telegram reconnect: suppress the connection banner while backgrounded and for a short grace after resume; reconnect silently; wire visibilitychange + pageshow/pagehide + Telegram activated/deactivated (Bot API 8.0)
- hint button disabled when 0 hints remain; nudge button shows a disabled state on your own turn
- players plaque: invert so the active seat pops (accent chip, raised) and others recede
- make-move UX: a direct  commit button (no hold/popover); the Shuffle tab becomes ↩️ Reset while tiles are pending
Stage 17 (#4): in-memory lobby cache — render instantly on the back-slide, refresh in background
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645a503532
developer added 1 commit 2026-06-06 10:55:48 +00:00
Stage 17 (contour round 3): Telegram Mini Apps polish, board scroll, keyboard overlay
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f6bffd1f57
- Telegram (lib/telegram.ts): chrome colours (setHeaderColor/setBackgroundColor/setBottomBarColor) match Telegram's header/bg/bottom bar to the app; native BackButton on sub-screens (app chevron hidden in TG); HapticFeedback on tile place/commit/error; enableClosingConfirmation while a game is open; disableVerticalSwipes so swipe-to-minimise doesn't fight tile drag / board scroll
- #9 board-only vertical scroll: Screen 'column' mode lets the board area scroll while score/status/rack/tab bar stay fixed (zoom keeps its own scroll)
- #10 check-word dialog opens in Modal keyboard-overlay mode (top-anchored, keyboard overlays the empty area) — no resize/relayout jank; other modals stay keyboard-aware
- docs: UI_DESIGN Telegram integration + vertical fit/keyboard; PLAN round 2-3 follow-ups
developer added 1 commit 2026-06-06 12:08:43 +00:00
Stage 17 (contour round 4a): quick fixes
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b15fd30c4f
- #4 bag label: '{n} in the bag' / 'Bag is empty' (was 'Bag {n}')
- #6 allow a single trailing dot in display names (backend + UI regex + tests)
- #1 double-tap zooms toward the tapped cell, not the top-left
- #8 shuffle fires a short multi-pulse haptic
- #11 highlighted/flashing tiles darken their bottom edge too (shadow joins the flash)
- #13 toast slides up from the bottom and fades out
- #7 hide the logout button (kept wired behind `hidden`)
- #16 admin game seats: left-align numeric columns, clarify the 'Hints used' header
developer added 1 commit 2026-06-06 12:14:30 +00:00
Stage 17 (#15): admin users people/robots toggle + display-name & external-id glob filters
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54497374e4
- account.ListUsers/CountUsers with a UserFilter: people vs robots (by a robot identity),
  case-insensitive '*'/'?' glob masks on display_name and any identity's external_id
- admin users list shows the real kind (robot/guest/registered), defaults to people,
  with a People/Robots toggle + a filter form; pager preserves the filter
- integration test for the filter; SQL verified against the live contour DB
developer added 1 commit 2026-06-06 12:26:49 +00:00
Stage 17 (#14): raise robot early-move band [1,5] -> [3,10] min (slower openings)
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4fd82335db
developer added 1 commit 2026-06-06 12:42:11 +00:00
Stage 17 (#3,#5,#10): hover-hold drag zoom, always-editable profile, drag-back + double-tap recall
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1bbf0bc654
- Board drag now auto-zooms toward a cell after holding the tile over it ~1s (#3).
- Profile is inline-editable: drop the Edit/Cancel toggle, form is always shown
  for durable accounts; hint balance stays read-only; re-populate after link/merge (#5).
- A pending tile recalls by double-tap (same cell) or by dragging it back onto the
  rack (unzoomed board); a single tap no longer recalls (#10).
- e2e: lock double-tap recall + single-tap no-op; drop the removed Edit-profile click.
developer added 1 commit 2026-06-06 12:47:00 +00:00
Stage 17 (#9): animated shuffle — tiles hop along a low parabola to new slots
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d0c1306d9b
Give each rack slot a stable id permuted with the letters on shuffle, so the keyed
rack reorders (rather than relabelling in place) and Svelte's animate directive fires.
hop flies each tile along a parabola (apogee ~half a tile height) with a duration that
scales with the horizontal distance (arc length): the longest 1<->7 swap takes ~0.5s,
shorter swaps land sooner. Ordinary reflow (place/recall) stays instant via a guard.
e2e locks that a shuffle preserves the rack's tile multiset.
developer added 1 commit 2026-06-06 12:51:49 +00:00
Stage 17 (#12): lines-off board variant (gapless checkerboard), Settings toggle
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71b054227a
Add a 'Grid lines' preference (default off): when off the board drops the 1px grid
gaps for a gapless checkerboard (plain cells alternate shades; tiles get rounded
corners and a soft right-side shadow so adjacent gapless tiles still read apart),
saving ~14px of width. When on, the classic lined grid returns. Persisted with the
other board-style prefs; wired through Board's new lines prop. e2e locks the default
and the toggle.
developer added 1 commit 2026-06-06 12:55:18 +00:00
Stage 17 docs: round-4 UI (inline profile, double-tap/drag recall, hover-zoom, animated shuffle, lines-off board)
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3856b34f8a
- UI_DESIGN: double-tap recall vs zoom, hover-hold drag auto-zoom, placing & recall
  rules, grid-lines toggle (gapless checkerboard default), animated shuffle; fix the
  stale MakeMove/Reset description (direct  button + ↩️ Reset tab, no popover).
- FUNCTIONAL (+ru): optional trailing '.' in display names; profile edited inline.
- PLAN: robot early band [1,5]→[3,10] (#14); round-4 refinements + deferred #2/#16.
developer added 1 commit 2026-06-07 07:17:35 +00:00
Stage 17 round 5 — backend/correctness bug fixes
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10412fee8e
- Resign on the opponent's turn: engine ResignSeat(seat) resigns a specific seat
  (not just toMove); game.Resign bypasses the turn check and forfeits the actor's seat.
- Quick-match cancel was a UI no-op (only stopped polling): add the full path
  (REST /lobby/cancel -> gateway lobby.cancel -> client) and clear the matchmaker's
  pending result on Cancel, so a cancelled search is dequeued (no 'already queued', no
  later robot-substituted game). NewGame dequeues on cancel and on abandon.
- Lobby win/loss: result.ts ranked by score, so a 0-0 resignation read as a win.
  The winner now takes rank 1 and the viewer is placed from rank 2 — matching the
  game-detail screen.
- Friend request to a robot: robots no longer block requests; the request stays
  pending and expires (friendRequestTTL), mirroring a human who ignores it.
- Nudge cooldown: ErrNudgeTooSoon now maps to a distinct nudge_too_soon code with a
  correct message; the chat nudge button disables during the hourly cooldown; the
  nudge note reads 'Waiting for your move!' (button keeps the Nudge action label).
Tests: engine/service off-turn resign, matchmaker cancel-clears-result, friend-to-robot
inttest, result.ts 0-0 resignation, nudge_too_soon mapping.
developer added 1 commit 2026-06-07 07:21:25 +00:00
Stage 17 round 5: fix robot-pool test for the new friend-request policy
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3899ffda0f
TestRobotPoolProvisionsRobotAccounts asserted robots block friend requests; they no
longer do (a request stays pending and expires like a human ignore). Assert chat is
blocked and friend requests are open. (Unblocks the integration job / contour deploy.)
developer added 1 commit 2026-06-07 07:34:08 +00:00
Stage 17 round 5 — board interaction & UI polish
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29d1193a0a
- Even zoom: interpolate the board scroll toward a pre-clamped target as the real width
  grows/shrinks, so it magnifies A->B in one motion instead of lurching and snapping back
  near the edges/centre. Recentre only on a zoom toggle, never on a focus change — so a
  2nd+ placed tile and a hovered dragged tile no longer jump the board.
- Drag: highlight the aimed-at empty cell as a drop target; hover-hold auto-zoom now
  fires only for the first (zoom-in) hold.
- Pinch zoom: two-finger spread/close toggles zoom toward the pinch midpoint (preventDefault
  only for two touches, so one-finger scroll stays native); a second finger aborts a drag.
- Shuffle hop capped at 0.3s and disabled under reduce-motion.
- Make-move is a borderless icon button, disabled while the pending word is known illegal.
- Variant display names: english & russian_scrabble -> Scrabble/Скрэббл, erudit ->
  Erudite/Эрудит; the in-game title shows the variant name (was always 'Scrabble').
developer added 1 commit 2026-06-07 07:42:25 +00:00
Stage 17 round 5 (L2): robot play-to-win intent + next-move ETA in the admin game card
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f916d5e0ca
The admin game detail now shows, per robot seat, the game's deterministic play-to-win
decision (from the bag seed) and — while it is that robot's turn — its scheduled next-move
ETA (sampled think-time delay, deferred past the sleep window), plus a caption with the
~40% global target. Wiring: robot.PlayToWin/NextMoveAt/PlayToWinTargetPercent exports,
account.IsRobot, game RobotSchedule (seed + turn-start). Tests: NextMoveAt invariants
(never early, never in the sleep window), PlayToWin export, and an admin render integration
test asserting the intent + ETA + target appear.
developer added 1 commit 2026-06-07 07:48:09 +00:00
Stage 17 round 5 docs: bake the bug fixes + UI polish + L2 into live docs
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a420d6a2cd
- ARCHITECTURE: resign on the opponent's turn (ResignSeat + turn-check bypass); robots
  block chat but accept-and-ignore friend requests; quick-match /lobby/cancel; the admin
  robot play-to-win intent + next-move ETA panel.
- UI_DESIGN: even A->B zoom (recentre only on zoom-in), pinch, drop-target highlight,
  shuffle ≤0.3s + reduce-motion, borderless make-move disabled on illegal, variant title.
- FUNCTIONAL (+ru): variant display names (Scrabble/Erudite); robot ignores friend requests.
- PLAN: round-5 refinements bullet (+ the bilingual two-Scrabble open edge).
developer added 1 commit 2026-06-07 09:18:27 +00:00
Stage 17 round 6 (cluster 1): profile, tap flash, variant naming, chat/nudge by turn
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512ad4dfb9
- Profile: drop the hint-balance line.
- Board: no mobile tap flash on a cell tap (-webkit-tap-highlight-color: transparent),
  matching the web click; the only intentional cell animation stays the last-word flash.
- Variant names keyed by the game's alphabet, not the UI language: english -> Scrabble
  always, russian_scrabble -> Скрэббл always (unlocalized, never collide), erudit localized.
- Chat/nudge are mutually exclusive by turn: the message field + Send show on your turn,
  the nudge replaces them on the opponent's turn; while the nudge cooldown is active the
  button is disabled with a grey 'awaiting reply' caption to its left.
developer added 1 commit 2026-06-07 09:23:45 +00:00
Stage 17 round 6 (#10 backend): enforce chat only on your turn
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2cb2b57cdb
PostMessage now rejects a chat sent on a finished game or when it is not the sender's
turn (ErrChatNotYourTurn -> 409 chat_not_your_turn), matching the UI where the message
field is hidden off-turn and only the nudge shows. Existing chat tests post on the
to-move seat and are unaffected; adds an off-turn-rejection integration test + the dto
mapping case + the UI error message.
developer added 1 commit 2026-06-07 09:32:10 +00:00
Stage 17 round 6 (#7): reset the nudge cooldown once the player acts
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cdf616d6c4
The hourly nudge cooldown now clears as soon as the sender has moved or posted a chat
since their last nudge — engagement lifts the 'don't spam' limit. Backend: Nudge checks
game.LastMoveAt + the sender's last non-nudge chat against the last nudge time
(GameReader gains LastMoveAt). UI: nudgeOnCooldown mirrors it — a chat reset is read from
the message list, a move is tracked client-side (lastActedAt on commit/pass/exchange; the
backend stays authoritative across a reload). Integration test covers the reset.
developer added 1 commit 2026-06-07 09:39:33 +00:00
Stage 17 round 6 (#13/About): About screen content + app version from git describe
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74683f294f
- About screen: prominent localized title (Scrabble / Эрудит (Скрэббл)), a rules link
  (en/ru Wikipedia), and the Random-game / Game-with-friends sections; copy lives in a
  shared aboutContent module (the landing will reuse it). The random-game move limit
  inlines the 24h auto-match clock.
- App version: Vite define __APP_VERSION__ from VITE_APP_VERSION (default 'dev'), wired as
  a Docker build-arg sourced from `git describe --tags --always` in the deploy step — no
  manual version bumps. The fallback keeps a plain/local build working.
developer added 1 commit 2026-06-07 09:48:21 +00:00
Stage 17 round 6 (#11/#12): quick-game variant plaques with rules, flag, and move-limit
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d3657fdf5c
Each auto-match variant is now a lobby-style plaque: the display name with a flag on the
right (🇺🇸 / 🇷🇺; Erudit uses a bundled minimalist USSR flag SVG) and a one-line rules
summary below — bag size, the ё rule, and bonus differences, sourced from the engine
rulesets (Scrabble 100 · Скрэббл 104, ё a letter · Эрудит 131, ё=е, no centre ×2, +15).
The move-time limit (24h auto-match clock) is shown under the buttons. e2e locks it.

(Multiple-words-per-move is the same for every variant, so it is described in About/landing
rather than repeated on each button.)
developer added 1 commit 2026-06-07 10:10:54 +00:00
Stage 17 round 6 fixes: pin the nudge button right; schematic USSR flag emblem
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35666e1705
- Chat: always render the (possibly empty) flex:1 caption before the nudge button, so the
  nudge stays pinned right whether or not the cooldown text shows (it drifted left when
  available).
- USSR flag: redraw the hammer & sickle as a thin schematic sketch — an elongated
  semicircle sickle with a handle, crossed by a T-shaped hammer (per the original's
  structure), instead of the bold over-filled emblem; the star is a touch smaller.
developer added 1 commit 2026-06-07 10:21:09 +00:00
Stage 17 round 6 (#3): drag-reorder rack tiles with a visual gap
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2b0b1c0035
Dragging a rack tile and dropping it back on the rack reorders it: the dragged tile is
lifted out (the drag ghost stands in) and the tiles at/after the pointer's drop slot slide
right to open a gap there, so the drop position is visible. On drop the rack and its stable
ids are permuted (reorderIndices, unit-tested). Reorder applies only with no pending tiles,
so it stays a clean permutation; dropping on a board cell still places as before. Server
persistence of the order follows (#4).
developer added 1 commit 2026-06-07 10:29:33 +00:00
Stage 17 round 6 (#4/#5/#6 backend): per-game draft store + conflict reset
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06c8039281
Foundation for persisting a player's client-side composition: a game_drafts table
(game_id, account_id, rack_order, board_tiles jsonb) with raw-SQL store/service methods —
GetDraft/SaveDraft (seated-player check) and, on every committed move, clearing the actor's
own draft and resetting any opponent's board draft whose cell the play overlapped (the
draft can no longer be placed; the rack order is kept). Integration tests cover the
round-trip, the actor clear, the overlap reset, a non-conflicting survival, and the
outsider rejection. The gateway op slice + UI wiring follow.
developer added 1 commit 2026-06-07 19:16:45 +00:00
Stage 17 round 6: log progress + the next-pass plan in the tracker
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3632c2239f
Record round 6 in PLAN.md so the repository (not conversation memory) carries the trace:
the shipped follow-ups (profile, tap-flash, alphabet-keyed variant names + title, chat/nudge
by turn + cooldown reset, About + git-describe version, quick-game rules plaques, the two
fixes, #3 rack drag-reorder, and the #4/#5/#6 persistence backend foundation), plus the
REMAINING next-pass work with ready designs — the persistence gateway op-slice + UI wiring
(lean JSON-string FB; #5 off-turn placement) and the landing + /app/ move (#16-20).
owner approved these changes 2026-06-07 19:19:22 +00:00
developer merged commit 353dff20c4 into development 2026-06-07 19:20:40 +00:00
developer deleted branch feature/stage-17-contour-verification-fixes 2026-06-07 19:20:41 +00:00
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Reference: developer/scrabble-game#19