Release v1.15.0 — in-game UX + wallet redesign + WAL-alert fix #243
Merged
developer
merged 8 commits from 2026-07-10 16:15:21 +00:00
development into master
8 Commits
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a241e43d79 |
Merge pull request 'Wallet redesign: split buy/spend, compact balance, exchange confirm + insufficient-chips fix' (#242) from feature/wallet-redesign into development
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8ce986922a |
feat(ui): wallet storefront redesign — split buy/spend, compact balance, exchange confirm
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Reworks the Wallet screen to be more compact and to separate the two flows, and fixes a
reported bug.
Bug: buying a value with too few chips showed the generic "Something went wrong" toast — the
backend's `insufficient_chips` (409) code was propagated correctly but had no i18n mapping, so
`errorKey` fell back to `error.generic`. Add `error.insufficient_chips` / `error.product_not_found`.
Also disable a value's Exchange button up front when the spendable balance cannot cover it (the
server stays authoritative).
Redesign:
- a compact **balance** row leads the screen — the context's own chips (🪙 N) then any linked
other-platform chips behind that platform's logo (monospaced digits); inside a VK/TG store only
that store's own segment shows;
- the benefits section is renamed **Active**, moved above the store, shows one inline line
(hints + ad-free) and hides when nothing is active;
- the **store** splits by a two-way toggle into **Buy chips** (money packs + the watch-an-ad row at
the top) and **Spend chips** (values, exchanged for chips);
- a value's action reads **Exchange** and opens a single confirmation dialog (chip spends are
instant, with no provider window to confirm them); the existing cross-platform store-compliance
warning folds into that same dialog when the spend would draw VK/TG chips.
No payments-model or wire change; the money→chips→values model is unchanged (verified: money buys
only chip packs, values are chips-only — "no-ads for money" is structurally impossible).
Tests: wallet e2e updated for the new layout (chromium + webkit green). Docs: FUNCTIONAL (+_ru)
wallet story rewritten. App bundle budget 126 → 127 KB (always-loaded settings hub).
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3469278260 |
Merge pull request 'fix(monitoring): don't false-fire the WAL-stalled alert on an idle database' (#241) from fix/pg-archive-stalled-idle-falsepositive into development
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c66bf1eceb |
fix(monitoring): pg_archive_stalled must not false-fire on an idle database
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The "WAL archiving stalled" alert fired on prod during a quiet period. An idle Postgres archives nothing — it never force-switches an empty WAL segment on archive_timeout — so pg_stat_archiver_last_archive_age grows past 30 min even though archiving is perfectly healthy (failed_count 0, no .ready segments, pg_wal flat, backups current). A false positive: no data and no disk at risk (nothing was written, so the frozen recovery point equals the live state). Gate the age condition on pg_wal actually growing: (pg_stat_archiver_last_archive_age > 1800) and on() (delta(pg_wal_size_bytes[35m]) > 16MB) so it fires only when WAL is being produced but not archived (the real "pg_wal fills the disk" danger; genuine archive_command failures are already caught by pg_archive_failing). `and on()` bridges the two metrics' differing label sets (last_archive_age carries a server label, the pg_wal gauge does not); delta() (not increase) suits the gauge. pg_stat_wal is not exported by this postgres_exporter, so pg_wal size growth is the available signal. Validated on prod with promtool: the expression is empty while idle. Also fix the runbook command in both archive alerts' annotations: `pgbackrest check` needs `--pg1-user=scrabble`, or it connects as role "root" (which does not exist) and aborts with "no database found". |
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7b4d2421e2 |
Merge pull request 'In-game UX: board highlight + score badge, full-width rack, bag badge, zoom setting' (#240) from feature/ingame-ux-board-highlight into development
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bf46b9492d |
fix(ui): one-word games must not highlight phantom cross words; review polish
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Board-highlight bug (reported on the contour): formedGeometry walked cross words
unconditionally, so in a single-word (one-word-per-turn) game a staged tile sitting
next to a committed tile lit up a green "cross word" the engine ignores — and which
need not even be a real word (the reported "БО lights up green in a one-word ПОПА
play"). Gate the cross-word walk on the game's multipleWordsPerTurn flag. The score
(8) was already correct — a premium square under the main word.
Also, from review:
- the turn strip reads the staged play's "WORD+WORD = N" while composing a legal move,
reverting to the turn / result text otherwise;
- the Exchange/Pass dialog shows the bag count ("In the bag: N" / "Bag is empty")
right-aligned in the title row, via a new optional Modal `titleAside`;
- cosmetics: half the turn strip's bottom padding (the plaques below carry their own
top pad); a top gap above the landscape rack (it sat flush under the docked history);
more horizontal padding on tab count badges so a 2-3 digit bag count clears the pill
ends;
- admin console: the game Summary now shows the single-word / multiple-words rule.
Tests: formed single-word case added; full unit (584) + e2e (chromium + webkit, 113
each) green; backend build + adminconsole templates parse. Docs (FUNCTIONAL +_ru,
UI_DESIGN) updated.
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1e1117c28e |
chore(ui): raise the app bundle budget to 126 KB for the in-game board UX
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77a690fcf6 |
feat(ui): move in-game status to the board — highlight, score badge, full-width rack
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Remove the under-board status strip and relocate its signals: - bag count -> a badge on the exchange/pass control + the foot of the move table - whose-turn / win-lose -> a thin strip above the score plaques - the tentative-move caption -> the board itself: staged tiles tint green (legal) or pink (illegal), the board tiles a formed word runs through go a shade darker, and an orange score badge sits on the main word (digit sized like a tile value, clamped on-board) The word geometry (covered cells + badge anchor) is a new pure client-side helper (ui/src/lib/formed.ts), independent of the move evaluator, so it works on the local or network preview path alike; the badge's number still comes from the preview score. Rack: a seven-column grid filling the tray width in both layouts — square, full-width tiles — with the confirm control in the fixed 7th slot. Settings: a touch-only "Zoom the board" toggle (default on, device-local) gates the tile-placement auto-zoom; taking a hint while zoomed in now zooms out so the highlighted hint word is never left off-screen. Docs (FUNCTIONAL +_ru, UI_DESIGN, ARCHITECTURE) and e2e/unit tests updated. |