# Native Android (Capacitor) — RuStore MVP: bundle + client-version gate + offline-first > Self-contained implementation plan for the standalone Android app, to be executed in a fresh > session (another device). Work through the breakdown A–G in order; each part states its own > "Done when". `PLAN.md` at the repo root is the precedent for a top-level plan doc here. --- ## Context (why) `erudit-game.ru` ships today as a web SPA (Svelte + Vite) served by the gateway, plus Telegram and VK Mini Apps. The owner wants a **standalone Android app**, first on **RuStore**. The stack already declares Capacitor as the target and is pre-seamed for it (feature-detected `window.Capacitor`, `file://`-safe hash router, relative asset base, a reserved native share branch, `viewport-fit=cover`/safe-area layout, a build-time gateway origin var), but **nothing is scaffolded** — no `@capacitor/*` dep, no `capacitor.config.*`, no `android/`. Two problems native introduces that the web never had: 1. **An installed build can be arbitrarily old.** On web every load fetches the current client, so client and server are always paired. In a store a user may run a months-old bundle; if the FlatBuffers wire schema changes incompatibly, an old bundle cannot speak to the server at all. Today there is **no** client↔server version contract — the only "update" path is the web-only `location.reload()`, useless to a bundled APK. → build a **minimum-supported-client gate**. 2. **First launch must work with no network.** The app must open straight into a guest experience and let the user play locally (vs_ai *and* 2-4-player pass-and-play / hotseat) even if the internet is off on first launch. The current offline mode is a *returning-user* feature: it needs a cached session/profile and server-fetched dictionaries (`offline.ts shouldBootOffline` requires `hasSession && hasProfile`; dicts come from `gateway.fetchDict`). → build **offline-first**: bundle dictionaries in the APK and boot as a device-local guest with no server session. **Intended outcome:** a signed APK on RuStore that (a) loads the packaged SPA against the production gateway, (b) is protected by the version gate so future incompatible server changes turn old installs away cleanly, and (c) opens offline-first as a soft guest with local play. ## Locked decisions (owner interview) | Decision | Choice | |---|---| | First store | **RuStore** (Google Play is a later variant — see below) | | Update model | **Bundle** (`dist/` inside the APK) **+ a client-version gate** (no OTA, no remote-URL wrapper) | | First-launch offline | **Offline-first in the MVP**: enter as a local guest, play vs_ai + hotseat with zero network | | Login surface | Guest + email only (already the case — `Login.svelte` shows only these; VK/Telegram auth runs only inside their Mini Apps) | | Payments in MVP | Hidden (deferred; reuse the distribution flag) | | appId (permanent) | **`ru.eruditgame.app`** | | App display name | **`Эрудит`** (Cyrillic) | **Conventions:** all code/comments/commits/docs in English. Do NOT put stage/phase numbers in code, commits, or PR titles. Bake design into the main docs (`docs/ARCHITECTURE.md` etc.) — this repo rejects standalone spec artifacts, so `ANDROID_PLAN.md` is the only new plan file; do not create `docs/superpowers/specs/*`. Branch model: `feature/android-native` from `development`, PR into `development` (contour review), then promote `development → master`, tag, dispatch the Android build. The gate change is **wire-additive and contour-safe** (a new HTTP header + a new envelope `result_code` string; no FBS/proto regen, no schema migration). The offline-first change is client-only (no server change). --- ## Prerequisites to start DEVELOPMENT (on the other device) Have all of these before writing code: - **JDK 17** (Temurin/OpenJDK). - **Android SDK** — Android Studio (recommended: bundles the SDK manager + AVD emulator) *or* cmdline-tools. Install: `platform-tools`, `platforms;android-34`, `build-tools;34.0.0`. - **Node 20+ and pnpm** (via corepack), matching the repo's `ui` toolchain. - **Git**, plus this repo's Gitea access. If this device will push/PR, set up the `tea` CLI login and the CI watcher exactly as the owner's global setup (`~/.claude` tooling: `python3 ~/.claude/bin/gitea-ci-watch.py`, `tea` against `gitea.lan`). - **Both repositories side by side** per `go.work`: clone `developer/scrabble-game` **and** the sibling `scrabble-solver` next to it. The sibling holds the committed dictionaries (`scrabble-solver/dawg/{ru_scrabble,ru_erudit,en_sowpods}.dawg`) that offline-first bundles, and the solver library the backend/CI use. - **A test target**: a physical Android device with USB debugging **or** an emulator AVD (e.g. Pixel, API 34). - **No backend needed to build the APK** — it points at production `erudit-game.ru`. A local gateway is only needed to exercise the version gate locally (optional). Publication prerequisites (RuStore account, keystore, listing assets) are listed at the **end** — they gate *release*, not development. --- ## Identity model (answers "how do guests work offline vs in the DB") Split the **local play identity** from the **server account**. This *extends* the current model (guests are DB rows) with a pre-server local state; existing server-guest semantics are unchanged. - **Local guest (device-local, no DB row).** A device-generated id + a default display name, persisted on the device. Exists from the very first launch, with no network. It fills the human seat in a local vs_ai game and is the "you" for local games. A purely-offline user never creates a DB row (consumes no server resources). - **Server guest (DB row).** Minted lazily via `auth.guest` the first time the app reaches the network, its session cached and reused. Unlocks online features (matchmaking, friends, online games). Exactly one per device — guarded by the cached session (never mint if one exists). - **Registered account.** Email upgrade as today; adopts the current server guest. - **Local games stay device-only.** Both local vs_ai and local hotseat games already persist only on the device (`ui/src/lib/localgame/store.ts`); they never sync to the server, regardless of identity transitions. Reconciliation to a server guest does **not** migrate them. **Reconciliation flow:** on gaining network with no server session, silently `auth.guest` in the background, cache the session, adopt it. This is best-effort — see the gate interaction below for how a too-old client stays offline instead of being interrupted. --- ## The client-version gate — architecture (read before touching gate code) **Principle: the version rides the outermost, permanently-stable layer, never the FlatBuffers payload.** The transport is two layers: a protobuf Connect envelope (`ExecuteRequest{message_type, payload, request_id}`, `gateway/proto/edge/v1/edge.proto`) wrapping a FlatBuffers payload (`pkg/fbs/scrabble.fbs`). Protobuf envelopes and HTTP headers are version-tolerant by design; the FBS payload is the layer that breaks. So the client version rides in an **HTTP header `X-Client-Version`**, read by the gateway **before it decodes the payload**. **Enforcement is per-call, not a dedicated init RPC.** The client attaches the header to every Connect call via its single `headers()` builder; the gateway checks it at the top of `Execute` (before registry lookup / auth / payload decode) and `Subscribe`. The first online call the app makes (session establish `auth.*`) is thus gated automatically — no `Hello` RPC needed. A too-old client makes **zero** successful requests but sees a recognizable signal, not a crash. **Two return shapes, one meaning:** - `Execute` → the domain-style envelope `result_code = "update_required"` (HTTP 200); the client already throws `GatewayError(result_code)` for any non-`ok`. - `Subscribe` → Connect `CodeFailedPrecondition` (a stream has no `result_code`). **Frozen contract (write into `docs/ARCHITECTURE.md` §2):** three things become permanent so any build, however old, can always recognize "update required": (1) the protobuf envelope field numbers in `edge.proto` are never renumbered/reused; (2) the `update_required` sentinel (the `result_code` string + the `FailedPrecondition` code) never changes; (3) the FBS schema stays **additive** (trailing fields only, `(deprecated)` never delete). Breaking changes happen only *inside* the FBS payload. **Discipline (write into `deploy/README.md`):** the production deploy that ships an incompatible wire change **also** bumps `GATEWAY_MIN_CLIENT_VERSION` to that release, in the same rollout. Until deliberately set, `GATEWAY_MIN_CLIENT_VERSION` is **empty ⇒ the gate is dormant and web behaviour is unchanged.** One hard threshold for the MVP; a soft "recommended update" tier is deferred. **Interaction with offline-first (important UX rule):** offline mode uses the network kill switch (`transport.ts assertOnline`), so the gate never fires while playing offline — an old client can always play local vs_ai/hotseat. The gate matters only for online actions. Therefore the terminal "update" overlay must be raised **only on a user-initiated online action**, never on the silent background guest-reconciliation: if reconciliation's `auth.guest` returns `update_required`, swallow it and stay a local guest (do not overlay). Implementation seam: the reconciliation path catches the `update_required` code and does not route it to the global overlay trigger; foreground calls do. --- ## Work breakdown Ordered so each part is independently verifiable. The MVP now includes offline-first, so the sequence is: scaffold → native-correct → gate → offline-first → CI → docs → release. ### A. Capacitor scaffolding - `ui/package.json`: add deps `@capacitor/core`, `@capacitor/android`, `@capacitor/app`; devDeps `@capacitor/cli`, `@capacitor/assets`. Scripts: `"cap:sync": "cap sync android"`, `"android:assets": "capacitor-assets generate --android"`. - `ui/capacitor.config.ts` (new): ```ts import type { CapacitorConfig } from '@capacitor/cli'; const config: CapacitorConfig = { appId: 'ru.eruditgame.app', appName: 'Эрудит', webDir: 'dist', // Bundle model: no server.url — the WebView loads the packaged dist/ from app assets. Updates // ship through the store; the client-version gate turns away a build too old to speak the // current wire contract (docs/ARCHITECTURE.md §2). }; export default config; ``` - `npx cap add android` → generates and **commits** `ui/android/` (a Gradle project). Neither `.gitignore` lists it today; keep it tracked so build.gradle + signing edits are reviewable and CI reproducible. Ensure `ui/android/.gitignore` covers build outputs (`/app/build`, `/build`, `/.gradle`, `/local.properties`, `*.keystore`, `*.jks`). - **Android hardware Back** — new `ui/src/lib/native.ts`, dynamically importing `@capacitor/app` so the web/mock bundle never pulls it: ```ts import { clientChannel } from './channel'; export async function initNativeShell(atNavigationRoot: () => boolean): Promise { const ch = clientChannel(); if (ch !== 'android' && ch !== 'ios') return; const { App } = await import('@capacitor/app'); App.addListener('backButton', () => { if (atNavigationRoot()) void App.exitApp(); else history.back(); }); } ``` Call once from bootstrap. `atNavigationRoot` = current route is `lobby`/`login` (mirror `routeDepth(...) === 0` from `App.svelte:50-54`, reading `router.svelte.ts`). - **Launcher icon (owner asset):** owner supplies a 1024×1024 «Э» icon at `ui/assets/icon.png` (+ optional `splash.png`); `pnpm android:assets` generates adaptive icons. **Done when:** `npx cap sync android` succeeds against a real `pnpm build`, and (from `ui/android/`) `./gradlew assembleDebug` produces a debug APK that installs and cold-launches to the login screen. ### B. Native web-build correctness (file:// origin) 1. **One origin helper** — new `ui/src/lib/origin.ts`: ```ts // The absolute origin the client talks to. A packaged native build (file:// origin) sets // VITE_GATEWAY_URL to the real gateway; web/mock leave it empty and fall back to the page // origin. Centralised so every absolute-URL construction resolves identically. export function gatewayOrigin(): string { const configured = import.meta.env.VITE_GATEWAY_URL ?? ''; return configured || (typeof location !== 'undefined' ? location.origin : ''); } ``` Fix the two same-origin **landmines** (they would produce `file:///…` on native): - `ui/src/game/Game.svelte:1214`: `new URL(path, location.origin)` → `new URL(path, gatewayOrigin())`. - `ui/src/screens/Wallet.svelte:47`: `` `${location.origin}/` `` → `` `${gatewayOrigin()}/` ``. (`transport.ts:32` already computes the equivalent inline — leave it.) 2. **Skip the service worker on native** — `ui/src/lib/pwa.svelte.ts registerServiceWorker()` (line 85): add, next to `if (inMiniApp()) return;`: ```ts import { clientChannel } from './channel'; const ch = clientChannel(); if (ch === 'android' || ch === 'ios') return; ``` 3. **Hide payments in the MVP build** — `ui/src/lib/distribution.ts`, add: ```ts // purchasesHidden: true for the Google Play build (external-payment policy) OR the thin native // MVP that defers store billing (VITE_PAYMENTS_DISABLED="1"). Every other build sells normally. export function purchasesHidden(): boolean { return isGooglePlayBuild() || (import.meta.env as Record).VITE_PAYMENTS_DISABLED === '1'; } ``` Switch the wallet/purchase consumers from `isGooglePlayBuild()` to `purchasesHidden()` where they hide the buy actions (grep `isGooglePlayBuild` under `ui/src`). Keep the "go to RuStore" stub `isGooglePlayBuild()`-only. Add `VITE_PAYMENTS_DISABLED?: string`, `VITE_STORE_URL?: string`, `VITE_DICT_VERSION?: string` to `ui/src/vite-env.d.ts`. 4. **Native env matrix** — see Build & env. **Done when:** a native-flavoured build reaches the gateway, signs in as guest, plays a move, and the purchase actions are absent; `pnpm check` + `pnpm test:unit` pass. ### C. The client-version gate #### C1. Backend (gateway) - **New package `gateway/internal/clientver`** (`clientver.go` + `_test.go`): dependency-free parse of the leading `v?MAJOR.MINOR.PATCH` (ignore any `-N-gSHA`/`+meta` suffix) + compare: ```go package clientver import ("strconv"; "strings") type Version struct{ Major, Minor, Patch int } func Parse(s string) (Version, bool) { s = strings.TrimPrefix(strings.TrimSpace(s), "v") if i := strings.IndexAny(s, "-+"); i >= 0 { s = s[:i] } p := strings.SplitN(s, ".", 4) if len(p) < 3 { return Version{}, false } var v Version; var err error if v.Major, err = strconv.Atoi(p[0]); err != nil { return Version{}, false } if v.Minor, err = strconv.Atoi(p[1]); err != nil { return Version{}, false } if v.Patch, err = strconv.Atoi(p[2]); err != nil { return Version{}, false } return v, true } func Less(a, b Version) bool { if a.Major != b.Major { return a.Major < b.Major } if a.Minor != b.Minor { return a.Minor < b.Minor } return a.Patch < b.Patch } ``` Tests: `"v1.16.0"`, `"1.16.0"`, `"v1.16.0-3-gabc"`, `"dev"`/`""`→!ok, ordering incl. equal. - **Config `gateway/internal/config/config.go`**: add `MinClientVersion string` (doc: empty ⇒ gate off); `Load()`: `c.MinClientVersion = os.Getenv("GATEWAY_MIN_CLIENT_VERSION")`; `validate()`: if non-empty and `!clientver.Parse(...ok)` → return a config error. Extend `config_test.go`. - **Server `gateway/internal/connectsrv/server.go`**: - consts `clientVersionHeader = "X-Client-Version"`, `resultUpdateRequired = "update_required"`; `errors.go`: `errUpdateRequired = errors.New("client too old, update required")`. - `Server`: add `minClient clientver.Version` + `gateOn bool`. `Deps`: add `MinClientVersion string`. `NewServer`: parse `d.MinClientVersion` once (set `gateOn` on success; `log.Warn` + off if unparseable). - helper `clientTooOld(header string) bool`: `if !s.gateOn { return false }`; parse header, on `!ok` return false (fail-open); return `clientver.Less(v, s.minClient)`. - `Execute`: insert **after** the `defer` metrics line (after `server.go:296`, before `registry.Lookup`), so `msgType` is set and the payload is untouched: ```go if s.clientTooOld(req.Header().Get(clientVersionHeader)) { result = resultUpdateRequired return connect.NewResponse(&edgev1.ExecuteResponse{ RequestId: req.Msg.GetRequestId(), ResultCode: resultUpdateRequired, }), nil } ``` - `Subscribe`: at the top (before `resolve`): `if s.clientTooOld(req.Header().Get(clientVersionHeader)) { return connect.NewError(connect.CodeFailedPrecondition, errUpdateRequired) }`. - `main.go`: add `MinClientVersion: cfg.MinClientVersion,` to the `connectsrv.Deps{...}` literal. - Tests (`server_test.go`): too-old Execute ⇒ `result_code == "update_required"` and the op handler never ran; too-old Subscribe ⇒ `FailedPrecondition`; absent header / empty min / unparseable header / equal version ⇒ pass. #### C2. Client (ui) - **`ui/src/lib/update.svelte.ts`** (new, terminal — no poll): ```ts export const UPDATE_REQUIRED = 'update_required'; let required = $state(false); export const updateRequired = { get active(): boolean { return required; } }; export function reportUpdateRequired(): void { required = true; } ``` - **`ui/src/lib/transport.ts`**: - `headers()` (line 37) always attaches the version header: ```ts const headers = (): Record => { const h: Record = { 'x-client-version': __APP_VERSION__ }; if (token) h.authorization = `Bearer ${token}`; return h; }; ``` - result-code branch (line 86): `if (res.resultCode === UPDATE_REQUIRED) reportUpdateRequired();` before the throw. - catch (after `toGatewayError`, line 73) and the `subscribe()` catch: if the code is `UPDATE_REQUIRED`, call `reportUpdateRequired()` before rethrowing/`onError`. - **Reconciliation exception:** provide a variant used by background guest-reconciliation that does NOT call `reportUpdateRequired()` (it swallows the code and stays offline). Simplest: a boolean on `exec`/a dedicated `authGuestSilent` path guarded by a flag; the executing session picks the seam. Foreground `auth.*` keep the overlay behaviour. - **`ui/src/lib/retry.ts` `toGatewayError()`**: add `case Code.FailedPrecondition: return new GatewayError('update_required', e.message);`. - **`ui/src/components/UpdateOverlay.svelte`** (new, mirror `MaintenanceOverlay.svelte`): non-dismissable; shown when `updateRequired.active`; one button — native (`clientChannel()` android/ios) → `window.open(import.meta.env.VITE_STORE_URL, '_system')`; web → `location.reload()`. i18n keys `update.title/body/action` (add siblings to the maintenance keys). - **`ui/src/App.svelte`**: import + place `` right after `` (line 139). - **Mock e2e hook** — `ui/src/lib/gateway.ts` mock branch, next to `__maint`: `__update = { on: reportUpdateRequired }`. - **Tests:** `update.svelte.test.ts`; extend `retry.test.ts` (`FailedPrecondition → 'update_required'`); Playwright `update.spec.ts` driving `__update.on()`. **Done when:** Go `clientver` + gate tests pass; `pnpm check`/`test:unit`/`test:e2e` pass; a local gateway with `GATEWAY_MIN_CLIENT_VERSION=v99.0.0` shows the overlay, unset ⇒ unchanged. ### D. Offline-first (bundled dicts + local guest + cold boot + reconciliation) Both offline modes already exist and are gated on `offlineMode.active`: local vs_ai and 2-4-player hotseat (pass-and-play with a host PIN referee) — see `ui/src/lib/localgame/source.hotseat.test.ts` and `ui/src/screens/NewGame.svelte:177-431`. This phase makes them reachable on a **cold first launch with no network**. 1. **Bundle dictionaries in the APK.** - New build step `ui/scripts/bundle-dicts.mjs`: copy `../scrabble-solver/dawg/{ru_scrabble,ru_erudit,en_sowpods}.dawg` → `ui/dist/dict/@.dawg` (dictKey naming). Run only in the native pipeline (after `pnpm build`, before `cap sync`). Web builds stay slim. - Vite `define`: add `__DICT_VERSION__` from `VITE_DICT_VERSION` (mirrors `__APP_VERSION__`); declare it in `vite-env.d.ts`. - **Loader tier** — `ui/src/lib/dict/loader.ts` `load()`: between the IndexedDB tier (line 73-85) and the network tier (line 87), add a **bundled tier** that `fetch('./dict/'+key+'.dawg')` (relative — served from app assets on native, 404 on web → falls through). On a hit, build the `Dawg`, cache in memory, seed IndexedDB (`idbPutDawg`), and return. This is the only change that lets a never-online device obtain a dictionary. - Offline local-game creation must request the **bundled version**: where `NewGame.svelte` offline-create and `localgame` resolve the dict version, use `__DICT_VERSION__` so the requested `(variant, version)` matches the bundled file (grep the offline `localSource.create` calls in `NewGame.svelte:83-96,289-296` and the dict-version resolution in `gamesource.ts`/`localgame`). 2. **Local-guest identity** — new `ui/src/lib/localguest.ts`: a device-local id + default display name (e.g. localized "Гость"), persisted (IndexedDB `scrabble` DB / localStorage). Used as the human seat's account id in a local vs_ai game when there is no server session (today that id comes from the session — see `localgame/source.list.test.ts:64`). Hotseat seats stay independent local identities (already so). 3. **Cold offline-first boot** — `ui/src/lib/offline.ts` + `ui/src/lib/app.svelte.ts`: - Extend `shouldBootOffline` (offline.ts:85) so that on a **native** channel, no session may still boot offline as the local guest (dicts are bundled). Keep the current web rule intact (web still needs a prior online session). - In `bootstrap()` (app.svelte.ts): when native and (no cached session) and (offline preference on OR the network is unreachable at boot), set `setOfflineMode(true, …)`, establish the local guest, preload the bundled dicts, and land in the **lobby** (not `Login`). Preserve the existing online path (guest/email) when reachable. - `offlinePreloadEligible` (offline.ts:69): treat a native channel as eligible (drop the `standalone && hasEmail` web gate for native), or bypass preload entirely on native since the dicts are bundled. 4. **Lazy server-guest reconciliation** — when native and online and no server session: background `auth.guest` (the silent variant from C2), cache the session, adopt it; unlock online features. Guard against duplicates (only when no cached session). Local games remain device-only. On `update_required`, stay offline silently (no overlay). 5. **Ensure both offline modes render for the local guest.** `NewGame.svelte` gates the offline flows on `guest || offlineMode.active`; the local guest makes `offlineMode.active` true, so both the "quick" (vs_ai) and "with friends" (hotseat) flows show. Verify the vs_ai human seat uses the local-guest id. 6. **Soft registration** stays: the local/server guest can register by email → upgrade (existing flow), adopting the server guest first if present. **Tests:** extend the local-game/offline unit tests for the bundled-dict tier (a `fetch` mock returning a blob) and the local-guest boot decision (`shouldBootOffline` native-no-session); a Playwright offline-first spec that boots with the network hook off and plays a local vs_ai move and starts a hotseat game. (Follow `docs/TESTING.md` layers; the mock e2e bypasses the codec, so keep the gate's server path in Go tests.) **Done when:** a native build with airplane mode on cold-launches to the lobby as a guest, starts and plays both a local vs_ai game and a 2-player hotseat game with no network; turning the network on silently establishes a server guest and lights up online play. ### E. CI — signed APK artifact New **manual** workflow `.gitea/workflows/android-build.yaml` (mirror `prod-deploy.yaml`'s `workflow_dispatch` + `confirm` gate; from `master`; not on PRs). Steps: 1. Checkout this repo **and the sibling `scrabble-solver`** — copy the checkout + Node/pnpm setup block from `.gitea/workflows/ci.yaml` (the `ui` job). The sibling is needed for the bundled dicts. 2. `pnpm install --frozen-lockfile`. 3. `pnpm build` with the native env (below), `VITE_APP_VERSION` = `git describe --tags`, `VITE_DICT_VERSION` = the release dict version. 4. `node ui/scripts/bundle-dicts.mjs` (copy the `.dawg` into `ui/dist/dict/`). 5. Setup JDK 17 (`actions/setup-java@v4`, temurin 17). 6. Install Android SDK via `sdkmanager` (pin `platform-tools`, `platforms;android-34`, `build-tools;34.0.0`); cache the SDK. **No emulator** — assemble only; on-device smoke is manual. 7. `npx cap sync android`. 8. Decode the keystore from `ANDROID_KEYSTORE_BASE64`; compute `versionCode`/`versionName` from the tag (scheme below). 9. `cd ui/android && ./gradlew assembleRelease -PversionCode=$CODE -PversionName=$NAME` with the signing config reading the keystore + `ANDROID_KEYSTORE_PASSWORD`/`ANDROID_KEY_ALIAS`/ `ANDROID_KEY_PASSWORD` from env. 10. Upload `ui/android/app/build/outputs/apk/release/*.apk` as an artifact. Watch to green with `python3 ~/.claude/bin/gitea-ci-watch.py` (background). RuStore upload is manual for the MVP. **`versionCode`/`versionName` scheme** (deterministic from the tag): `v{MA}.{MI}.{PA}` → `versionCode = MA*1_000_000 + MI*1_000 + PA` (e.g. `v1.17.0` → `1017000`), `versionName = "{MA}.{MI}.{PA}"`. Wire in `ui/android/app/build.gradle` `defaultConfig`: `versionCode (project.findProperty('versionCode') ?: '1').toInteger()`, `versionName (project.findProperty('versionName') ?: '0.0.0')`, plus a `signingConfigs.release` reading env/props (guarded so a local `assembleDebug` still builds unsigned). ### F. Docs (bake in the same PR) - `docs/ARCHITECTURE.md`: §2 Transport — the client-version gate + the **frozen wire contract** + the gate×offline rule. New sections — the **identity model** (local guest / server guest / reconciliation) and the **native Android build** (Capacitor bundle model, bundled dicts, `versionCode` scheme, RuStore, `file://`-origin implications). - `docs/FUNCTIONAL.md` (+ `docs/FUNCTIONAL_ru.md` mirror): user stories — offline-first guest launch (vs_ai + hotseat with no network), soft registration, "update required when too old", native distribution (no purchases in the MVP). - `docs/TESTING.md`: the new Go tests (`clientver`, gate), the client tests, the bundled-dict tier test, and the **manual on-device Android smoke checklist** (installs; airplane-mode cold launch to guest lobby; local vs_ai move; 2-player hotseat; Back button; share link resolves to the gateway; network on → online lights up; overlay when `GATEWAY_MIN_CLIENT_VERSION` is bumped). - Config/README docs: new vars `GATEWAY_MIN_CLIENT_VERSION`, `VITE_STORE_URL`, `VITE_PAYMENTS_DISABLED`, `VITE_DICT_VERSION`, and the native `VITE_GATEWAY_URL` value. - `deploy/README.md`: the Android build/release runbook (keystore + secrets, dispatch, RuStore upload) **and** the discipline rule — bump `GATEWAY_MIN_CLIENT_VERSION` in the same prod deploy that ships an incompatible wire change. ### G. Release + owner handoff 1. Merge `feature/android-native` → `development`; verify on the contour (contour-safe; gate dormant). 2. Promote `development` → `master`; tag `vX.Y.0`. 3. Dispatch `android-build`; watch green; retrieve the signed APK. 4. Owner runs the on-device smoke checklist (incl. airplane-mode first launch). 5. Owner uploads to RuStore (see publication prerequisites). --- ## Google Play variant (later — design now so we don't repaint) One codebase, two build variants selected by flags: - **RuStore build** (this MVP): `VITE_PAYMENTS_DISABLED=1` (MVP), `VITE_GP_BUILD` unset. Later, when RuStore billing lands, RuStore sells normally. - **Google Play build** (later): `VITE_GP_BUILD=1` ⇒ `purchasesHidden()` true. The **only** functional difference is that purchases are hidden — the flag structure (`purchasesHidden()`) already carries both cases, so no repaint is needed. **Google Play compliance — decided: no RuStore steering.** Google forbids not just external billing but *steering* users to other payment methods or app stores. So the Google Play build hides purchases with **no** pointer to RuStore: the existing `isGooglePlayBuild()` RuStore-pointer stub is **dropped** in the GP variant (show nothing, or a neutral pointer-free message — never name or link RuStore or any other store). This does not affect the RuStore MVP (there `isGooglePlayBuild()` is false, so the stub never shows). Google Play also requires an **AAB** (not APK) and Play App Signing — a separate CI target, built later. --- ## Build & env matrix **Native Android build** (`pnpm build` → `bundle-dicts` → `cap sync`): - `VITE_GATEWAY_URL=https://erudit-game.ru` — absolute origin (the native-critical var). - `VITE_STORE_URL=https://www.rustore.ru/catalog/app/ru.eruditgame.app` — the update-overlay target. - `VITE_APP_VERSION=$(git describe --tags)` — feeds `__APP_VERSION__` = the `X-Client-Version` header. - `VITE_DICT_VERSION=` — the bundled-dict version the offline path requests. - `VITE_PAYMENTS_DISABLED=1` — hide purchases in the MVP. (`VITE_GP_BUILD` unset — RuStore, not GP.) **Web/contour/prod builds:** unchanged. `VITE_GATEWAY_URL` empty (same-origin), `GATEWAY_MIN_CLIENT_VERSION` unset (gate dormant). Nothing about web behaviour changes until a future breaking release deliberately sets the min version. --- ## Prerequisites to start PUBLICATION (RuStore) - **RuStore developer account** — a registered legal entity or self-employed (самозанятый) RU status, verified. Gates publication (not the build). - **Release keystore** — generate once and **back up immutably** (losing it means never updating this app again): `keytool -genkeypair -v -keystore erudit-release.jks -alias erudit -keyalg RSA -keysize 4096 -validity 10000`. Set Gitea repo secrets: `ANDROID_KEYSTORE_BASE64` (base64 of the .jks), `ANDROID_KEYSTORE_PASSWORD`, `ANDROID_KEY_ALIAS`, `ANDROID_KEY_PASSWORD`. - **The signed APK** — from the `android-build` artifact. - **Store listing** — reserve `ru.eruditgame.app`; title «Эрудит»; RU description; phone screenshots; icon/feature graphic; category; age rating; a hosted **privacy-policy URL**; the RuStore content declaration. - (For the later **Google Play** variant: a Google Play Console account ($25), the GP build (payments hidden + the anti-steering fix), an **AAB**, Play App Signing, and the Play Data-safety form.) ## Risks & mitigations - **Keystore loss** → app can never be updated. Back up off-host immediately. - **Gate dormant until first bump** → its real firing only happens on a future breaking release. The Go `server_test.go` tests + the Playwright `__update` e2e prove the whole path now. - **Update overlay interrupting offline play** → the gate×offline rule (overlay only on user-initiated online actions; silent reconciliation swallows `update_required`). - **`X-Client-Version` stripped by the edge** → Caddy forwards request headers by default (the RPC route already reaches the gateway); no Caddyfile change. Confirm via the smoke (bump min → overlay). - **APK size from bundled dicts** → a few MB per variant; acceptable. Could trim to RU-only later. - **RuStore account gate** (legal status) → surface to the owner before release. ## Out of scope (deferred) Google Play publication (beyond keeping the codebase variant-ready), iOS, OTA/live-updates, in-app purchases in the native build (RuStore billing SDK) and the GP anti-steering fix, VK/Telegram login in the native build, a soft "recommended update" tier, native splash/status-bar plugins, push notifications (FCM), and automated RuStore-API upload. ## End-to-end verification - **Unit/integration:** `go test ./gateway/...` (clientver + gate), `cd ui && pnpm check && pnpm test:unit && pnpm test:e2e`, `gofmt -l .` clean, `go vet ./gateway/...`. - **Gate proof:** gateway with `GATEWAY_MIN_CLIENT_VERSION=v99.0.0` ⇒ overlay; unset ⇒ normal. - **Offline-first proof:** native `assembleDebug`, install, **airplane mode**, cold launch → guest lobby → play a local vs_ai move and a 2-player hotseat game; network on → server guest established. - **Native build proof:** guest sign-in online, a move, Back navigates then exits at root, a share/export link points at `erudit-game.ru`, purchases absent. - **Signed pipeline:** dispatch `android-build`; watcher green; the release APK installs and launches. - **Contour:** the `feature/android-native` PR deploys cleanly (no schema/wire regen; gate dormant); web/VK/TG behaviour unchanged.