# Scrabble Game — implementation plan Living plan and **stage tracker**. Each stage is implemented in its own session; the rules for starting and finishing a stage are in [`CLAUDE.md`](CLAUDE.md). The architecture/decision record is [`docs/ARCHITECTURE.md`](docs/ARCHITECTURE.md); behaviour is [`docs/FUNCTIONAL.md`](docs/FUNCTIONAL.md). When a stage produces a decision, bake it back here **and** into the affected docs/code in the same PR. ## Context Greenfield multiplatform Scrabble. Players arrive from a platform (Telegram first; later VK/MAX/iOS/Android) or standalone web (email / guest). Three executables — `gateway`, `backend`, `ui` — plus per-platform side-services. Deliberately simpler than the sibling `../galaxy-game` (idea donor, not a template). The `../scrabble-solver` engine is embedded in-process as a library. ## Locked decisions (recap — full record in docs/ARCHITECTURE.md) Stack: `go.work` monorepo, modules `scrabble/`, Go 1.26.x, backend gin+pgx+Postgres(schema `backend`)+goose+zap+OTel (deps added when first used). Wire: Connect-RPC + FlatBuffers (client↔gateway), REST/JSON + `X-User-ID` (gateway↔backend), gRPC server-stream for live events. Auth: platform-native, thin opaque session token, no Ed25519/signing, likely no Redis. UI: pure HTML5/CSS, plain Svelte + Vite, Capacitor for native. MVP surfaces: Telegram + web (email + ephemeral guest) + link/merge. Variants: ru/en/Эрудит. Legality: validate-at-submit. End: empty bag+rack / 6 scoreless / 24h timeout. Hint: top-1. Word-check: unlimited + complaint. Robot: P(win)≈0.40, margin targeting, [2,90]min skewed timing, sleep 00:00–07:00 opp-tz, nudge logic. Dictionary: pin per game. History: structured + GCG export, dictionary- independent (see ARCHITECTURE §9.1). ## Stage tracker | # | Stage | Status | |---|-------|--------| | 0 | Scaffolding (go.work, backend skeleton, docs, CI) | **done** | | 1 | Backend foundation (config, server, Postgres+goose, sessions, accounts) | **done** | | 2 | Engine package over scrabble-solver | **done** | | 3 | Game domain (lifecycle, rules, hint, word-check, history+GCG, stats) | **done** | | 4 | Lobby & social (matchmaking, friends, block, chat, profile, nudge) | **done** | | 5 | Robot opponent | **done** | | 6 | Gateway edge (Connect/FB, platform auth, sessions, push bridge, admin) | **done** | | 7 | UI — playable slice + UX polish (Svelte+Vite, board, lobby, chat, hint/word-check, i18n) | **done** | | 8 | UI — social/account/history (friends, blocks, invitations, profile edit, stats, history/GCG) | **done** | | 9 | Telegram integration (bot side-service, deep-link, push) | **done** | | 10 | Admin & dictionary ops (complaint review, version reload) | **done** | | 11 | Account linking & merge | **done** | | 12 | Observability & performance (telemetry, metrics, guest GC) | **done** | | 13 | Alphabet on the wire (UI alphabet-agnostic) | **done** | | 14 | Solver & dictionary split (publish solver + scrabble-dictionary repo/artifact) | **done** | | 15 | Dual Telegram bots & language-gated variants | todo | | 16 | Deploy infra & test contour (Dockerfiles, gateway static UI, compose, observability) | todo | | 17 | Prod contour deploy (SSH export/import, manual after merge) | todo | Scaffolding is incremental: `go.work` lists only existing modules; each stage adds the modules it needs. ## Stages Each stage: read this plan + relevant docs, **interview the owner on the open details below**, implement within scope, then update plan/docs/code and get CI green before marking done. ### Stage 0 — Scaffolding *(done)* Scope: `go.work` (Go 1.26.3, `use ./backend`); minimal runnable `backend` (gin, zap, `/healthz`, `/readyz`, env config); docs skeleton; `PLAN.md`; `CLAUDE.md`; `.gitea/workflows/go-unit.yaml`; README; `.gitignore`. Acceptance: `go build ./backend/...` + `go vet` + gofmt clean + `go test ./backend/...` green; CI green on push. ### Stage 1 — Backend foundation Scope: config/server route groups (`/api/v1/{public,user,internal,admin}`, probes), Postgres (pgx) + embedded goose migrations + schema `backend`, telemetry (OTel) wiring, in-memory cache scaffolding, thin sessions + accounts + platform identities. Open details: Postgres version + DSN/`search_path` convention; jet vs sqlc/sqlx (default jet); migration naming; exact session-token shape (opaque random length, TTL, revocation); account/identity table shape; whether the admin bootstrap lands here or in Stage 10. ### Stage 2 — Engine package Scope: `backend/internal/engine` over scrabble-solver — versioned DAWG load/registry, GenerateMoves/ValidatePlay/ScorePlay wrappers, bag/rack, the **dictionary-independent** game-state model + decode helpers. Add `replace scrabble-solver => ../scrabble-solver` to `go.work` here and solve the CI sibling-checkout (clone `gitea.iliadenisov.ru/.../scrabble-solver`). Open details: how CI obtains the solver (clone sibling vs publish/tag the solver module); in-memory game-state representation; how blanks and exchanges are modelled; Эрудит specifics to verify against the solver. ### Stage 3 — Game domain Scope: create/join, turn order, submit play/pass/exchange/resign, validate-at-submit, scoring, end-conditions, 24h timeout/auto-resign, hint, word-check + complaint capture, structured history + GCG writer, stats on finish. Open details: GCG dialect details (blanks, exchanges, notation); exact stats edge cases; turn-timeout scheduler mechanism (cron vs per-game timer); complaint payload shape. ### Stage 4 — Lobby & social Scope: matchmaking pool, friends, block, per-game chat, profile + email confirm-code, nudge. Open details: pool fairness/keying confirmation; deep-link format per platform; chat length limit + retention; friend-request lifecycle; email-code provider (SMTP relay choice). ### Stage 5 — Robot opponent Scope: human-like player — balance ~0.40, margin targeting, skewed [2,90]min timing + sleep + nudge logic, friend/DM blocking, name pool. Open details: exact delay distribution + parameters; margin band; name pool source; how the scheduler drives robot moves; metrics for tuning balance. ### Stage 6 — Gateway edge Scope: Connect/gRPC-Web (h2c), Telegram initData validation → session → `X-User-ID`, in-memory rate-limit, admin Basic-Auth passthrough, FlatBuffers transcoding, in-app push stream bridging backend `push` gRPC stream, email + ephemeral-guest paths. Open details: FlatBuffers schema layout + message_type catalog; rate-limit classes/limits; admin surface routing; session cache shape at the gateway. ### Stage 7 — UI Scope: plain Svelte + Vite static; Connect-web + FlatBuffers client; lobby (my games, profile tabs); board (HTML5/CSS grid, drag-n-drop, no assets); chat; hint/word-check; in-app stream; i18n en/ru; in-memory session (+IndexedDB if available); Capacitor-ready structure. Open details: detailed game-board UX (deferred by the owner to this stage); client routing; offline/refresh behaviour; design system / theming. #### Suggested layouts (lobby + game screen) User note: > Detailed interview about UI/UX is **strongly** required. > Too much to discuss. ```text ┌────────────────────┐ │ Display_Name =│- Profile ├────────────────────┤- Settings │ Invitations │- About │ - list │ ├────────────────────┤ │ Active games │ │ - list │ ├────────────────────┤ │ Finished games │ │ - list │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ ├────────────────────┤ │ ┌───┐ ┌───┐ ┌───┐│ │ New │ Stats Tourn│ │ └───┘ └───┘ └───┘│ └────────────────────┘ ┌────────────────────┐ Lobby│◄ ==│- History ├────────────────────┤- Chat │You Ann Kaya Rick│- Check word │136 700 179 39│- Drop game ├────────────────────┤ │ │ │ │ │ │ │ c │ │ words │ │ o │ │ s │ │ s │ │ │ │ │ ├──┬──┬──┬──┬──┬──┬──┤ ┌──┐ │A │Q │Z │* │N │I │W │◄│ │MakeMove/Reset ├──┴──┴──┴──┴──┴──┴──┤ └──┘ │ ┌───┐ ┌───┐ ┌───┐ │ │ Draw│ Skip│ Shfl│ │ │ └───┘ └───┘ └───┘ │ └────────────────────┘ ``` ### Stage 8 — UI: social, account & history surfaces Scope: the UI surfaces deferred from Stage 7's playable slice, wiring the matching backend/gateway operations as each screen needs them (the Stage 6 vertical-slice pattern): friends (request/accept/decline/list), per-user blocks, friend-game invitations (create 2–4 player, accept/decline, invitations list), profile **editing** (`account.UpdateProfile` + the email confirm-code binding UI), the statistics screen, and the history viewer with GCG export/download. Open details: friends/invitations UX; stats presentation; history/GCG viewer + download mechanics; any new validation the profile-editing forms need. ### Stage 9 — Telegram integration Scope: bot side-service, deep-link invites, platform push (your-turn / nudge), Mini App launch/auth; backend↔platform internal API. Open details: bot framework/library; deep-link scheme; push message templates; internal API contract; Mini App hosting/origin. ### Stage 10 — Admin & dictionary ops Scope: admin endpoints (users, games, complaint review queue, dictionary versions + reload), complaint→dictionary update pipeline. Open details: whether a server-rendered console is wanted or JSON-only; the dictionary rebuild/deploy pipeline; complaint resolution workflow. ### Stage 11 — Account linking & merge Scope: link-via-confirm; merge-into-A (stats sum, transfer games/friends, dedupe). High blast-radius — focused regression tests. Open details: conflict resolution (active games on both, duplicate friends, display-name collisions); irreversibility/audit; confirm-flow per platform. ### Stage 12 — Observability & performance Scope: wire a configurable **OTLP** exporter (alongside `none`/`stdout`), shared in a new `pkg/telemetry`; add telemetry to the **gateway** and the **Telegram connector** (providers + `otelgrpc` on the gRPC hops) for parity with the backend; add domain/operational **metrics** close to the business (game replay/validate timings, started/abandoned games, live-cache size, chat/nudge counts, the edge roundtrip, Go runtime metrics); discharge **TODO-3** (abandoned-guest GC). The OTLP collector and dashboards are stood up with the deploy (Stage 15); the default exporter stays `none`, so CI needs no collector. Performance is operational-metric instrumentation, not speculative optimisation (the standing "evidence first" rule — no measured hotspot yet). Open details: exporter default and whether a collector is stood up now; the metric set and its attributes; the guest-reaper trigger given revoke-only sessions. ### Stage 13 — Alphabet on the wire (TODO-4) Scope: make the UI **alphabet-agnostic**. On game-screen load the client receives the variant's alphabet table `(letter, index, value)` for **display only**, caches it in memory by variant (a request flag gates whether the table is included, so it is not resent on every state poll); live play then exchanges **letter indices** both ways, and **word-check** sends indices, constraining input to the variant's alphabet. The engine already works in alphabet-index bytes, so the wire does *less* decoding in live play; the durable journal / history / GCG stay decoded concrete characters (the §9.1 dictionary-independent invariant is untouched). The alphabet comes from the **solver's rules** (not the DAWG), so the wire table is pinned by the solver version. **Index-drift caveat:** the running solver, the DAWGs (built against it — Stage 14 / TODO-2) and the wire table must agree, or letter indexing silently corrupts. Blast radius: `pkg/fbs` (a new Alphabet table; index fields in `StateView`/rack and in `SubmitPlay`/`Exchange`/`check_word`) → backend DTO encode/decode → UI `codec.ts`/`premiums.ts` → board/rack render, the move/exchange/word-check senders, the mock transport and the Vitest tests. Open details: the fbs shape and `include_alphabet` flag placement; whether to keep concrete-letter fields during the transition; whether tile exchange moves fully to indices; the premiums.ts parity-test rework. ### Stage 14 — Solver & dictionary split (TODO-1 + TODO-2) Re-scoped from the original "CI & deploy": that was several sessions of work, so the deploy + observability + the two-bots idea were split into **Stages 15–17** below and this stage took only the dependency/artifact split that everything else builds on. Scope: publish `scrabble-solver` as a versioned Gitea module and split the dictionary build into a new `scrabble-dictionary` repo delivering a **release artifact**, then make `scrabble-game` consume both — discharging **TODO-1** and **TODO-2**. - **TODO-1 — solver published.** `scrabble-solver` renamed to module `gitea.iliadenisov.ru/developer/scrabble-solver`, tagged **v1.0.0**; `wordlist`/`dictdawg` de-internalised to public packages (the dict repo imports them); `cmd/builddict`/`dictprep`/the `dictionaries` submodule moved out; `internal/dict` repointed at the committed `dawg/*.dawg` fixtures. `backend/go.mod` pins `v1.0.0`; the `go.work` replace and the CI sibling-clone are gone; `GOPRIVATE=gitea.iliadenisov.ru/*` makes go fetch it directly (no public proxy/checksum DB). - **TODO-2 — dictionary artifacts.** New repo `developer/scrabble-dictionary` holds the word-list sources + `cmd/builddict` and builds the three DAWGs against the **published solver + pinned `dafsa`/`alphabet` v1.1.0**, so they are byte-identical to the solver's fixtures (no index drift). Released as `scrabble-dawg-vX.Y.Z.tar.gz` (flat, one semver per set); the Go workflows download it and point `BACKEND_DICT_DIR` at it. The runtime contract is unchanged (additive `BACKEND_DICT_DIR//`, `engine.OpenWithVersions`, per-game `dict_version` pin; a version is safe to retire once no active game pins it). ### Stage 15 — Dual Telegram bots & language-gated variants *(feature; own interview)* Scope (owner's idea, to design in detail at its own start): run **two bots in the one connector container** — one for the English audience, one for Russian — each with its own token + game-channel id + service-language tag (the same Telegram user id spans both). `initData` validation tries each bot's token in turn (none succeeds ⇒ invalid). The connector returns the **service language `en`/`ru`**; `Notify`/`SendToUser` take a language key so the right bot delivers. The UI **gates the game-type (variant) choice** by service language (en → English; ru → Russian + Эрудит). Open details (own interview): which bot sends a notification for an **existing** game (game language vs the player's service language) given one user id spans both bots; behaviour for **non-Telegram** players (web/email/guest — ungated, or by interface language); the proto/wire changes (`ValidateInitData` service-language field, a bot/language selector on the push RPCs); per-bot config + tests. Engineering feedback already captured at the Stage 14 interview: the two-bots-in-one-container + sequential validation + language-keyed routing model is sound. ### Stage 16 — Deploy infra & test contour Scope: the deploy machinery + the **test contour** (the bulk of the original Stage 14). Backend + gateway **Dockerfiles** (multi-stage distroless, mirroring the Stage 9 connector image); the gateway gains **static UI serving** — **embedded** via `go:embed` (a node build stage in the gateway image), SPA served at both `/` (web) and `/telegram/` (Mini App), the §13 single-origin model; prod UI build vars (`VITE_TELEGRAM_BOT_ID`, `VITE_TELEGRAM_LINK`, `VITE_GATEWAY_URL`) as image build-args; a root `deploy/docker-compose.yml` (backend + gateway + Postgres + connector + VPN sidecar + the **full observability stack** — OTel Collector + Prometheus + Tempo + Grafana with provisioned dashboards) on the external `edge` network behind the host caddy (VPN sidecar only for the connector); the backend image pulls the DAWG release artifact (Stage 14). **The test contour deploys automatically on push to a feature branch** (`docker compose up -d --build` on the local host where the gitea runner lives), with a post-deploy probe (`GET /` on the gateway). Test-contour secrets use the **`TEST_`** prefix (see Stage 16). Open details (re-interview at start): the dashboard set; the gateway static-serving hook (before the h2c wrap — `/` + `/telegram/` mounts; a committed `dist` placeholder so `go build` works without a UI build); Postgres healthcheck/volume; whether the connector-scoped compose is retired for the root one; collector/Tempo/Prometheus retention. ### Stage 17 — Prod contour deploy Scope: the **production contour** on a remote host over SSH. Deploy by **container export/import** (`docker save` → `scp`/ssh → `docker load` → `docker compose up` on the remote), the SSH key + host IP in Gitea secrets; **strictly manual** (`workflow_dispatch`) after a feature branch is merged to `master`. Two-contour config uses **`TEST_`/`PROD_` secret/variable prefixes** — Gitea 1.26 has no deployment environments (verified: the `environments` API 404s), so a flat prefixed namespace is the convention. Open details (re-interview): export/import vs a registry trade-off; prod domain/TLS at the remote caddy; prod VPN; rollback. ## Refinements logged during implementation - **Stage 0**: solver `replace` deferred to Stage 2 (nothing imports it yet; adding the path now would break CI, which checks out only this repo). Docker / compose deferred to a stage that has something to deploy. Trunk is `master` (owner preference); `feature/*` + PR from Stage 1; the genesis commit lands on `master` by necessity. - **Stage 1** (interview + implementation): - Query layer: **go-jet** over `database/sql` (pgx stdlib) + otelsql; a `cmd/jetgen` tool regenerates the **committed** code from a throwaway container. Postgres **17** pinned for jetgen, tests and prod. - Sessions: opaque token stored only as a **SHA-256 hash** (kept as hex `text`, not `bytea` — avoids jet bytea-literal friction), **revoke-only** (no TTL); revocation-audit table deferred. Backend keeps a warmed write-through session cache that gates `/readyz`. - Data model: **UUIDv7** PKs; one unified `identities` table (`kind ∈ telegram|email`, widen to `vk`/`max` later); no soft-delete / actor-audit columns yet. - HTTP surface: **service/store/cache layer only**. `/api/v1/{public,user, internal,admin}` groups + `X-User-ID` middleware are scaffolding (exposed via `Server` group accessors); the session/account REST handlers land with the gateway in **Stage 6**. Admin bootstrap deferred to **Stage 10**. - Telemetry: providers + request-timing middleware + otelsql; exporters `none` (default) / `stdout`; OTLP + dashboards deferred to **Stage 12**. - Tests/CI: integration tests behind the `integration` build tag in `backend/internal/inttest` + new `integration.yaml` (testcontainers, Ryuk off, serial), firing on push and PR. Backend now **hard-depends on Postgres at boot** (migrations at startup) — a deliberate contract change from Stage 0, documented in both READMEs. All code stays in the existing `backend` module under `internal/` (+ `cmd/jetgen`); `go.work` untouched. - **Stage 2** (interview + implementation): - Scope: `internal/engine` is a self-contained **library** (registry, bag, `Game` state machine, decode/replay). No `config`/`main`/`server` wiring this stage — there is no consumer yet; wiring lands in **Stage 3**, mirroring Stage 1's deferred handlers. - **Pure rules engine** (interview): the engine owns the in-memory `Game`, pure transitions (play/pass/exchange/resign + draw) **and end-condition detection**, including the standard **end-game rack-adjustment scoring** — a deliberate slice of Stage 3's "scoring/end-conditions" that the pure-engine boundary implies. Stage 3 keeps scheduling, the 24h timeout, persistence and GCG. - **Solver wiring**: `replace scrabble-solver => ../scrabble-solver` in `go.work`; `backend/go.mod` requires `scrabble-solver` (placeholder version, redirected by the replace) and `github.com/iliadenisov/dafsa` directly (for `dawg.Load`). CI clones the **public** solver repo at **master HEAD** anonymously into `../scrabble-solver` (no token); both Go workflows gained the step (the engine's untagged tests run under the integration workflow too) and set `BACKEND_DICT_DIR`. - **Dictionaries**: registry loads the committed DAWGs from a directory parameter; `dict_version` is an explicit string label; the latest version per variant is tracked. Smoke tests validate a known word per variant (English/Russian/Эрудит). **Эрудит is handled uniformly** — every real difference is already in `rules.Erudit()`; the move.go "single orientation per turn" note needs no special code (any single play is one-directional). - **Bag/blanks/exchange**: own deterministic `Bag` (Draw + Return) because `selfplay.Bag` cannot return tiles; exchange is legal only when the bag holds at least a rack and draws replacements before returning the swapped tiles. A blank is `Placement{Blank:true}` carrying its designated letter; the history keeps the concrete letter plus a blank flag (decoded via `Alphabet.Character` / `Decode`). `ReplayBoard` reuses `scrabble.Apply`, so no `internal/encoding` dependency. - **Deviation from the approved plan**: `docs/FUNCTIONAL.md` (+`_ru`) was left unchanged. Stage 2 adds no user-visible behaviour; the variant, per-game dictionary and dictionary-independent-history user stories already live in Stages 3–4, so a "light touch" here would have duplicated or pre-empted them. - **Stage 3** (interview + implementation): - Scope, as in Stages 1–2: **domain service/store layer + engine wiring, no HTTP** (`internal/game`). The gateway↔backend REST surface lands in Stage 6; the only active driver this stage is a background turn-timeout sweeper started from `main`. The robot (Stage 5) will consume the same service API. - **Persistence = event-sourcing + warm cache** (interview): durable state is the `games` row plus an append-only decoded move journal (`game_moves`); the live position is an `engine.Game` kept in an in-memory cache with a ~24h idle TTL and rebuilt by replaying the journal on a miss (the seeded bag makes replay exact). Each game is serialised by a per-game mutex; a persistence failure evicts the live game so the next access rebuilds. §9 reworded from "stored structurally" to this model. - **Resign/timeout split** (interview): 2-player resign/timeout only this stage (the other player wins); multiplayer drop-out-and-continue + resigned-tiles disposition deferred to Stage 4. Per-game **turn-timeout duration** setting (5/10/15/30 min, 1/2/3/6/12/24 h; default 24 h) and a per-user **away window** (`accounts.away_start/away_end`, default 00:00–07:00 local, honoured by the sweeper with midnight-cross handling) added now; profile editing of the away window is Stage 4 and the robot's sleep (Stage 5) reuses it. - **Engine `Resign` fix** (interview, in `internal/engine`): the resigner keeps their accumulated score (no end-game rack adjustment) and never wins; `winner` excludes the resigner, so a two-player resign/timeout gives the win to the other player regardless of score. Timeout reuses `Resign`, so the game domain needs no winner override. - **Additive engine domain API**: `Direction`, `Game.SubmitPlay/SubmitExchange/ EvaluatePlay/HintView/Hand`, `MoveRecord.{Dir,MainRow,MainCol}`, `Registry.Lookup`, `ParseVariant` — so `internal/game` never imports `scrabble-solver` (keeps the §5 single-importer invariant). - **Create = atomic with seats** (interview): `Create` seats all accounts and starts; lobby seat-filling is Stage 4. **Sweeper = periodic goroutine** (interview; default 60 s, `BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL`). - **Hint = settings + wallet** (interview): per-game `hints_allowed` + `hints_per_player`, plus a profile wallet `accounts.hint_balance` (spent after the allowance; purchases later). Category defaults (random 1 / tournament 0 / friendly 1-or-0) are the caller's job (lobby/tournaments). - **Stats** (interview): `account_stats` with **`draws`** added beyond §9's wins/losses; `max_word_points` = best single **move** score; ties draw, resign/timeout is a loss, guests get no stats. - **Complaint** (interview): full payload with `game_id`; word-check is scoped to the game's pinned `(variant, dict_version)`. Stage 10 owns the resolution lifecycle, so the `status` column carries no value CHECK yet. - **GCG** (interview): standard Poslfit dialect (UTF-8, `#player`/`#lexicon` pragmas, `8G`/`H8` coordinates, lower-case blanks, `.` pass-throughs, `-TILES` exchange) plus `#note` lines for resign/timeout; derived from the journal, so dictionary-independent. - **Engine wiring + config**: `main` loads the registry (`engine.Open`, a hard boot dependency like migrations) and starts the sweeper. New config: `BACKEND_DICT_DIR` (required), `BACKEND_DICT_VERSION` (default `v1`), `BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL` (60 s), `BACKEND_GAME_CACHE_TTL` (24 h). No CI change — both Go workflows already clone the solver sibling and export `BACKEND_DICT_DIR`. `accounts` gained `away_start`/`away_end`/`hint_balance` and the `account` package gained `SpendHint` (it owns its table). - **Stage 4** (interview + implementation): - Scope, as in Stages 1–3: **domain service/store layer, no HTTP** — REST/stream is Stage 6. Chat and nudges are **persisted** now; live delivery (push / in-app stream) is Stage 6/8. New packages `internal/social` (friends, blocks, chat+nudge) and `internal/lobby` (matchmaking + invitations); profile editing and the email confirm-code extend `internal/account`. The services have no active driver this stage, so `main` builds them and hands them to the server, which exposes them via accessors (the Stage 1 scaffolding-accessor pattern) for the Stage 6 handlers. - **Friends** (interview): request → accept on a single `friendships` table; decline/cancel delete the pending row; **blocking severs** any friendship. - **Blocks** (interview): the existing global toggles **plus** a per-user `blocks` table; block effects are **mutual** (a block either way suppresses chat visibility and prevents requests/invitations between the pair). - **Friend games** (interview): invitation → accept; the game starts only when **all** invitees accept, any decline cancels it, and a pending invitation **lazily expires after 7 days** (checked on access — no new sweeper). - **Chat** (interview): ≤ **60 runes**, stored with the game forever, the sender **IP** kept for moderation (as `text`, following Stage 1's no-`bytea` precedent; the gateway forwards it in Stage 6), input **content-filtered** (links/emails/phone numbers incl. obfuscated forms) via `mvdan.cc/xurls/v2` plus a compact leet/separator normaliser and a ≥7-digit phone heuristic — the one new dependency. **Nudge is a chat message** (`kind='nudge'`), rate-limited to once per hour per game per sender. - **Matchmaking** (interview): an **in-memory** FIFO pool keyed by **variant** only (variant fixes the board language), pairing two humans (seat order randomised). The 10 s wait and **robot substitution are deferred to Stage 5**. The pool does **not** consult blocks (auto-match is anonymous) — a deliberate simplification of the plan's optional block-skip that also avoids a DB call under the pool lock. - **Email confirm-code** (interview): 6-digit code, 15-min TTL, ≤ 5 attempts, stored as a **SHA-256 hash**; a `Mailer` seam with an SMTP relay (`BACKEND_SMTP_*`) and a default **log mailer**. It binds an email to the current account; an email already confirmed by another account → `ErrEmailTaken` (**merge is Stage 11**); email-as-login is Stage 6 and reuses this mechanism. - **Multi-player drop-out** (interview; discharges the Stage 3 deferral): the engine's `Resign` now drops a seat and the rest **play on** while ≥ 2 are active, finishing (last-survivor wins) when one remains; `winner` excludes all resigned seats. A per-game **`dropout_tiles`** setting (`remove` default | `return`) governs the leaver's rack, which is **never revealed** to the others. Timeout reuses `Resign`, so a multi-player timeout drops one seat and play continues; `game.commit`/`timeoutGame` were already keyed on `g.Over()`, so they only needed the setting threaded through create/replay. - **Build/deps**: `go mod tidy` is not run — the bare-path `scrabble-solver` replace lives only in `go.work`, so `tidy`/`go get` cannot resolve it; the `xurls` dependency was added with `go mod edit -require` + `go mod download`, its checksums recorded in the committed **`go.work.sum`**. No CI workflow change (both Go workflows already clone the solver sibling and export `BACKEND_DICT_DIR`). - **Stage 5** (interview + implementation): - Scope, as in Stages 1–4: **domain layer, no HTTP** — the robot consumes the public game API as an ordinary seated player (`internal/robot`), so only `internal/engine` still imports the solver. New: `engine.Candidates()` (decoded ranked plays) and a thin `game.Service.Candidates` + `RobotTurns` read. - **Account model** (interview): a pool of **durable accounts**, each a single `identities` row `kind='robot'` (migration `00004` widens the kind CHECK — a CHECK-only change, no jetgen). A curated ~16-name pool in code; `EnsurePool` provisions them idempotently at boot (a hard dependency, like the registry) with `block_chat`/`block_friend_requests` set, which is **all** the friend/DM blocking needs (no special-casing). - **Driver + state** (interview): a background sweeper goroutine (`robot.Service.Run`/`Drive`, mirroring the timeout sweeper); **every per-game and per-turn choice is derived deterministically from the game `seed`** (FNV-1a mix, restart-stable — not `hash/maphash`), so the robot keeps **no extra state**. `playToWin = mix(seed,"win")%100 < 40`; per-turn `delay`; sleep `drift`. - **Timing** (interview): per-move delay `2 + 88·u^k` minutes, `u~U(0,1)`, **k≈3.5 → median ~10 min**, clamped to [2,90]. A daytime nudge on the robot's turn pulls the move into a 2–10 min reply window; the robot proactively nudges after **12 h** idle on the human's turn (reusing `social.Nudge`'s once-per-hour guard; `social.LastNudgeAt` added to detect the human's nudge). - **Sleep** (interview — resolves the §7-vs-`account.go` mismatch): the robot sleeps 00:00–07:00 in the **opponent's timezone shifted by a per-game drift ∈ [−3,+3]h** (so its night overlaps the human's rather than running anti-phase), computed on the fly per game — **no profile mutation, no concurrency cap**. The `account.go` away-window comment was corrected accordingly. - **Margin** (interview): pick the candidate whose resulting margin (own+move−opp) is closest to **[1,30]** when playing to win / **[−30,−1]** when playing to lose, tie-broken toward the conservative edge; no legal play → exchange the full rack when the bag can refill it, else pass. - **Substitution** (interview): a matchmaker **reaper** (`Reap`/`RunReaper`) substitutes a pooled robot after a **10 s** wait (`BACKEND_LOBBY_ROBOT_WAIT`), `NewMatchmaker` now takes a `RobotProvider`. A waiter learns of a match — human pairing **or** substitution — through a new `Poll` + results map; production delivery is a **match-found notification** (session/in-app push + side-service), Stage 6/8 — noted in §10. - **Metrics** (interview, 1+2): robots are durable accounts, so `account_stats` is the authoritative, complete balance ground-truth (target ~40% robot wins); an OTel counter (`robot_games_finished_total`, exporter `none` today) and a structured log cover robot-finished games for live observation. - **Config**: `BACKEND_ROBOT_DRIVE_INTERVAL` (30 s), `BACKEND_LOBBY_ROBOT_WAIT` (10 s), `BACKEND_LOBBY_REAPER_INTERVAL` (1 s). No CI change (both Go workflows already clone the solver sibling and export `BACKEND_DICT_DIR`). - **Stage 6** (interview + implementation): - **Scope = framework + vertical slice** (interview): the *whole* edge mechanism is built and the backend's REST surface + the live-event seam are opened for the first time, but only a representative slice of operations is wired end-to-end — auth (`auth.telegram`/`auth.guest`/`auth.email.request`/ `auth.email.login`), `profile.get`, `game.submit_play`/`game.state`, `lobby.enqueue`/`lobby.poll`, `chat.post`, all five push events, and the admin passthrough. The remaining domain operations reuse the identical transcode pattern and are wired as the UI needs them: the play-loop ops (pass/exchange/ resign, hint, evaluate, word-check/complaint, history, my-games list, chat list/nudge) in **Stage 7**; the social/account ops (friends, blocks, invitations, profile editing, stats, GCG export) in **Stage 8**. - **Wire contracts in a new shared `scrabble/pkg` module** (interview): the backend push proto (`pkg/proto/push/v1`) and the FlatBuffers edge payloads (`pkg/fbs`, one `scrabblefb` namespace) live here with **committed** generated Go, imported by both backend and gateway. The Connect envelope proto lives in `gateway/proto/edge/v1`. Codegen is dev-time (`buf generate` with **local** plugins + `flatc`, driven by per-module `Makefile`s, mirroring `cmd/jetgen`); CI only builds the committed output. `pkg` and `gateway` are bare-path modules like `scrabble-solver`, so `go.work` carries `use ./pkg`, `use ./gateway` and a `replace scrabble/pkg v0.0.0 => ./pkg` (the no-dot path is not VCS-fetchable); deps were added with `go mod edit` + `go work sync` (the established no-tidy pattern). `flatc` is pinned to **23.5.26** to match the `flatbuffers` Go runtime. - **Guest = durable account + `is_guest`** (interview): migration `00005` adds `accounts.is_guest`; a guest is a durable row with **no identity** (so the `sessions`/`game_players` foreign keys hold) that is **excluded from statistics** (the finish-time recompute skips guest seats) and from friends/history. The earlier "guests never reach this table" comments and §3/§9 were softened to "no profile/friends/stats persisted". Guest-row GC is a logged TODO (TODO-3). - **Push = in-process `Publisher` + backend gRPC listener** (interview): a new `internal/notify` hub (a `Publisher` interface defaulting to `Nop`, installed on `game`/`social`/`lobby` via `SetNotifier` during boot — additive, existing tests unchanged) is drained by a new backend gRPC server (`internal/pushgrpc`, `BACKEND_GRPC_ADDR` default `:9090`) serving `Push.Subscribe`. Emission lives in `game.commit` (so robot-driver and timeout-sweep moves emit `your_turn`/ `opponent_moved` too — the background sources a handler-only design would miss), `social` (`chat_message`/`nudge`) and the matchmaker (`match_found`). Event payloads are FlatBuffers-encoded **in the backend** (it imports `pkg/fbs`); the gateway forwards them verbatim. Revoke/session-invalidation and cursor-resume are **deferred** (single-instance MVP). - **Edge envelope = minimal, token in header** (interview): the `Gateway` Connect service is `Execute(message_type, payload, request_id)` + `Subscribe`; the session token rides in `Authorization: Bearer`; auth ops are unauthenticated and return the token in the FlatBuffers `Session`. Domain outcomes ride back in the `ExecuteResponse.result_code` (HTTP 200); only edge failures (rate limit, missing session, unknown type, internal) are Connect error codes. No Ed25519/signing (the galaxy donor's crypto stack was dropped, per §3). - **Admin = gateway validates Basic-Auth** (interview): the gateway checks `GATEWAY_ADMIN_USER`/`_PASSWORD` and reverse-proxies to backend `/api/v1/admin/*`; the backend admin surface is a single `ping` until Stage 10. - **Rate-limit = 2 dimensions, 3 classes** (interview): public per-IP (30/min, burst 10), authenticated per-user (120/min, burst 40), admin per-IP (60/min, burst 20), plus an email-code per-IP sub-limit (5/10 min); token bucket (`golang.org/x/time/rate`) with a lazy stale-bucket sweep. - **Email-as-login** (discharges the Stage 4 deferral): `account.EmailService` gained `RequestLoginCode`/`LoginWithCode`, reusing the confirm-code mechanism but provisioning-or-finding the account by email identity (it does **not** refuse an already-confirmed address — that is the returning user). - **CI**: both Go workflows gained `gateway/**` (and `pkg/**` where backend depends on it) path filters and now build/vet/test `./backend/... ./pkg/... ./gateway/...` (unit) — integration stays `./backend/...` (the only module with tagged tests). The solver clone + `BACKEND_DICT_DIR` steps are unchanged. - **Stage 7** (interview + implementation): - **Scope = playable slice** (interview): the *whole* UI shell plus the core play loop end-to-end; the social/account/history surfaces were split out into a new **Stage 8** and the later stages shifted +1 (Telegram→9, Admin→10, Linking→11, Polish→12). Stage 7 wires only the operations the slice needs (the Stage 6 "as the UI needs them" pattern): the new gateway/transcode + backend-REST ops `games.list`, `game.{pass,exchange,resign,hint,evaluate,check_word,complaint, history}`, `chat.{list,nudge}`. The only new domain code is `game.ListForAccount` (the "my games" query) and seat **`display_name`** resolution (server DTO layer); `SeatView` gained a trailing `display_name`. Friends/blocks/invitations, profile-editing, stats and the history/GCG viewer are Stage 8. - **Stack** (interview): plain **Svelte 5 (runes) + TypeScript + Vite**, no SvelteKit; `@connectrpc/connect-web` + the `flatbuffers` runtime, with the edge TS bindings generated from the **same** `edge.proto` (`protoc-gen-es`) and `scrabble.fbs` (`flatc --ts`) and **committed** under `ui/src/gen/` (dev-time codegen, like `cmd/jetgen` / `pkg/Makefile`; CI builds the committed output). - **No board on the wire** (discovered): `StateView` carries no grid, so the client **replays the decoded move journal** (`game.history`, newly wired) onto an empty board; premium squares + tile values are a client-side map **ported from `scrabble-solver/rules/rules.go`** with a Vitest parity test. - **Board UX** (interview): full-width, borderless; tiles placed by **Pointer-Events drag or tap** (no HTML5 DnD — it has no touch support); a contextual **MakeMove** control (short tap → make/reset popup, ~1 s press-and-hold → commit); per-tile recall by tapping a pending tile; a **two-state zoom** (15↔9 cells) on touch only (auto-zoom-in on placement, double-tap / pinch manual); a blank-letter chooser. All board/tiles/effects are **pure HTML5/CSS + Unicode** — no image/font/SVG asset. - **Theming** (interview): own **CSS custom-property tokens**, light/dark via `prefers-color-scheme`, **Telegram-themeParams-ready** (a runtime hook can override the tokens; the SDK is wired in the Telegram stage). **Navigation** (interview): dependency-free **hash router**; session token in memory + **IndexedDB**, re-resolved on reload (reopen Subscribe, refetch the open game); stream reconnect on focus. **i18n** en/ru is a hand-rolled typed catalog (compile-time key parity + a test). - **Mock transport** (owner request): a build-flagged in-memory fake (`VITE_MOCK`, `pnpm start`) drives lobby → active game → board with no backend, tree-shaken out of production; it is the same fixture the Playwright smoke uses. - **Tests/CI** (interview): **Vitest** units (board replay, placement machine, premium parity, i18n parity, FlatBuffers codec) + a **Playwright** smoke against the mock; a new **`ui-test.yaml`** workflow (type-check, unit, build with a **bundle-size budget** — prod is ~67 KB gzip JS — and a chromium e2e). The Go workflows already cover the new backend/gateway/pkg code; a `game.ListForAccount` integration test and gateway transcode tests for the new ops were added. - **UX polish** (follow-up PR): a mobile-app **app shell** (growing nav bar, content pinned to the bottom) + a one-line **announcement banner** (client-side mock rotation now; server-driven channel later — §10); a mobile-OS **tab bar** and a reusable **HoldConfirm** press-and-hold control (MakeMove 🏁 + game-action confirms); board **zoom reworked** to a width-based zoom in a fixed viewport (real native scroll, double-tap; pinch/swipe dropped) with constant `cqw` labels, corner-letter tiles, contrasting grid lines, last-word dark-tile highlight, and a Settings **bonus-label style** (beginner/ classic/none); **hint lays its tiles on the board** (no spend when no move — a new `no_hint_available` result code); the history opens as an in-place **slide-down** (not a modal); word-check is alphabet/length-limited, cached and throttled. Design details live in the new [`docs/UI_DESIGN.md`](docs/UI_DESIGN.md). - **Stage 8** (interview + implementation): - **Scope = vertical slice continued**: the social/account/history operations were opened end-to-end (UI → gateway transcode → backend REST → existing domain services). The only new backend logic is `lobby.ListInvitations`, `account.Store.GetStats`, a `game.SharedGame` seam (self-join on `game_players`), the friend-code mechanism, and the friendships `declined`-status change. - **Friends — two add paths** (interview, a deliberate plan change): **one-time friend codes** (the player to be added issues a **6-digit numeric** code, 12 h TTL, SHA-256-hashed like email codes, single active per issuer, single-use, redeem rate-limited) and a **play-gated request** (`SendFriendRequest` now requires a shared game — active or finished). An explicit **decline is permanent** (blocks re-send), an **ignored request lazily expires after 30 days** and may be re-sent, and a **code from the same person bypasses a prior decline**. This **supersedes Stage 4's** "declining/cancelling deletes the row" (cancel by the requester still deletes; decline now sets `status='declined'`). Migration **00006** widens `friendships_status_chk` and adds **`friend_codes`** (jetgen regen). No public ID or name search — discovery is codes + befriend-an-opponent. - **Badges = poll + push** (interview): a new generic **`notify`** push event (`notify.KindNotification`, sub-kinds friend_request/friend_added/invitation/ game_started) drives the lobby hamburger + "Friends" badge; emitted on friend- request and invitation create and on the invitation's game start. The client polls incoming requests + open invitations on lobby open and on focus (a missed push while hidden), and re-polls on the `notify` event. Cursor-resume stays deferred (single-instance MVP, §10). - **Language single-control** (interview): the Settings language control writes through to the durable account's `preferred_language` (`profile.update`); guests keep only the client preference. Seeding the language from the platform/client on first provider login is a **Stage 9** forward-note. - **Guests = durable-only** (interview): friends/blocks/invitations/statistics and history management are durable-account-only; a guest sees a sign-in prompt. Binding an email to an existing guest (account linking) stays **Stage 11**. - **GCG = finished-only + share** (interview): `game.ExportGCG` refuses an active game (`game.ErrGameActive`) to avoid leaking the live journal mid-play; the client exports via the **Web Share API** where available, else a **Blob download** (`game-.gcg`). Capacitor-native file save lands with the native wrapper. - **IA = as the mockup** (interview): Friends (friends + blocks) is its own screen from the lobby menu; Invitations is a lobby section + a "play with friends" mode in New game; Stats is a lobby tab-bar button; profile editing is on Profile; history + GCG stay in the game. - **Wire/codegen**: new fbs tables (friends/blocks/invitations/profile-update/email- bind/stats/gcg + `NotificationEvent`; `Profile` gained trailing away fields) in `pkg/fbs`, regenerated to committed Go + TS; ~21 new gateway transcode ops; new REST handlers under `/api/v1/user/{friends,blocks,invitations,profile,email,stats}` and `…/games/:id/gcg`. UI grows to ~82 KB gzip JS (budget 100 KB). No CI workflow change (the Go and UI workflows already cover the new code). - **UI polish (owner review follow-up)**: a copyable friend code (📋 + toast); the lobby notification badge fixed (it had inherited the hamburger-bar style) and made a proper count dot; Safari flex inputs given `min-width:0`; **profile-edit validation on both UI and backend** — display-name format (letters + single `␠`/`.`/`_`, ≤ 32 runes), a **UTC-offset** timezone picker (`account.ResolveZone` parses `±HH:MM` or IANA; DST is traded for the simple picker), a 10-minute away grid capped at **12 h** (wrap-aware), email format — with Save disabled and invalid fields red-bordered while any field is invalid; language stays in Settings; in a game, an "add to friends" item flips to a disabled "request sent"; chat send/nudge became ⬆️/🛎️ icons; a **finished game** drops its last-word highlight, hides Check word / Drop game, disables zoom, and draws an **inert footer** (greyed rack + tab bar) instead of hiding it. Two **iPhone-simulator** passes then made the chat and modals keyboard-aware (`dvh` plus a `visualViewport` listener that sizes the modal backdrop to the area above the keyboard), reserved the rack height so a finished footer does not collapse, and compacted the play-with-friends form (a searchable bounded-scroll friend list, a pinned invite, and an explicit, **required game type** — a smart default is TODO-6). On the owner's call, **every profile / new-game picker is a native `