# Scrabble Game — Architecture Source of truth for the platform architecture, transport, security model and cross-service contracts. User-visible behaviour per domain lives in [`FUNCTIONAL.md`](FUNCTIONAL.md); the staged build order lives in [`../PLAN.md`](../PLAN.md). This document always describes the **current** design, not the history of how it was reached. Sections describing not-yet-implemented components are marked *(planned)*. ## 1. Overview Three executables plus per-platform side-services: - **`gateway`** — the only public ingress (module `scrabble/gateway`). Performs anti-abuse (rate limiting), authenticates the player against the originating platform (or an email/guest session), resolves the internal `user_id`, and forwards authenticated traffic to `backend` with an `X-User-ID` header. Serves the backend's admin console at `/_gm` on its public listener behind HTTP Basic Auth. Bridges live events from `backend` to the client. The shared wire contracts (the push proto and the FlatBuffers edge payloads) live in `scrabble/pkg`, imported by both `gateway` and `backend`. - **`backend`** — internal-only service that owns every domain concern: identity/sessions, accounts and linking, lobby and matchmaking, the game runtime, the robot opponent, chat, notifications, statistics, history, and administration. Embeds the **`scrabble-solver`** engine **as a library, in-process** — there is no per-game container. The only network consumer of `backend` is `gateway` (plus platform side-services over an internal API). - **`ui`** — pure-HTML5 client (plain Svelte 5 + TypeScript + Vite, static build; no SvelteKit). Talks to `backend` only through `gateway` over Connect-RPC + FlatBuffers, with the edge TS bindings generated from the **same** `edge.proto` and `scrabble.fbs` and committed under `ui/src/gen/`. The client covers auth, "my games", auto-match, the board (play/pass/exchange/ resign), hint, word-check, chat/nudge, the live stream, i18n (en/ru) and a profile view, plus the social/account/history surfaces. There is no board on the wire — the client **reconstructs the 15×15 board by replaying the move journal** (§9.1) and renders board, tiles, premium squares and effects as pure CSS + Unicode (no image/font/SVG assets). Tiles are placed by Pointer-Events drag or tap; a CSS-token theme is light/dark and Telegram-themeParams-ready; navigation is a hash router and the session token is held in memory + IndexedDB. A build-flagged in-memory mock transport (`pnpm start`) runs the whole slice with no backend. Embeddable in platform webviews; packageable to native (iOS/Android) via Capacitor. The client uses a mobile-app shell (a growing nav bar; content pinned to the bottom), a one-line **advertising banner** under the nav (server-driven campaigns shown to eligible free users, a weighted fair rotation — §10), and a client **board-style** setting (bonus-label mode). The visual/interaction design system is documented in [`UI_DESIGN.md`](UI_DESIGN.md). - **`platform/telegram`** — the Telegram side-service (module `scrabble/platform/telegram`), split into two binaries that share the bot token (**one bot**, one optional game channel, §3): - the **validator** (`cmd/validator`) verifies Mini App initData and Login Widget data by HMAC (the bot token is the secret) and **never reaches the Bot API**, so it runs on the main host with no VPN. The gateway calls its gRPC API (`pkg/proto/telegram/v1`) over the trusted internal network during Telegram auth, so **game login is independent of Telegram reachability** (§10). - the **bot** (`cmd/bot`) runs the Bot API long-poll (Mini App launch + `/start` deep-links) and `sendMessage`, the only component reaching the Telegram Bot API. It holds **no inbound port**: it dials the gateway over a reverse **mTLS bot-link** (`pkg/proto/botlink/v1`) and executes the send commands the gateway pushes (out-of-app push, operator broadcasts), so its egress lives on a host with native Telegram access off the main host — a VPN sidecar in the test contour, a separate host in prod (§12). Its delivery commands are **platform-agnostic** (keyed by the identity `external_id`), so a future VK/MAX bot reuses them; only initData validation is Telegram-specific. ```mermaid flowchart LR Client((Client / webview)) -- Connect-RPC + FlatBuffers (h2c) --> Gateway Gateway -- REST/JSON, X-User-ID --> Backend Backend -- gRPC server-stream (live events) --> Gateway Gateway -- in-app stream --> Client Backend -- pgx --> Postgres[(Postgres)] Backend -. embeds .- Solver[[scrabble-solver library]] Gateway -- gRPC (validate initData) --> Validator[Telegram validator] Bot[Telegram bot] -. dials, reverse mTLS bot-link .-> Gateway Gateway -- send commands (out-of-app push, broadcasts) --> Bot Backend -. operator broadcasts (gRPC relay) .-> Gateway Bot -- Bot API --> TgCloud((Telegram)) ``` The MVP runs `gateway` and `backend` as single-instance processes inside a trusted network. No Redis is planned (anti-replay crypto was deliberately dropped). Horizontal scaling is explicit future work. ## 2. Transport - **client ↔ gateway**: **Connect-RPC + FlatBuffers** over HTTP/2 cleartext (`h2c`). Binary payloads, server-streaming for the in-app live channel, first-class JS clients (`@connectrpc/connect-web` + the `flatbuffers` npm package). The contract is kept minimal: a single `Gateway` service (defined in `gateway/proto/edge/v1`) with `Execute(message_type, payload, request_id)` for unary operations and `Subscribe` for the live stream. The proto envelope is a thin carrier; the real request/response and event bodies are **FlatBuffers** tables (`pkg/fbs`, the `scrabblefb` namespace) inside the `payload` bytes, which the gateway transcodes to and from the backend's JSON. The session token rides in the `Authorization: Bearer` header (there is no per-request signing, §3); auth operations are unauthenticated and return the minted token. A unary operation's domain outcome rides back in `ExecuteResponse.result_code` (HTTP 200); only edge failures (rate limit, missing session, unknown type, internal) surface as Connect error codes. The client treats a connectivity edge failure as **state, not a per-call toast**: a transport `unavailable` or a `rate_limited` flips a global `online` signal that drives a header **"Connecting…"** spinner and softly disables proactive actions, and the transport **auto-retries with capped exponential backoff** — every op on a rate-limit (the gateway rejected it before processing, so it is safe), but only **read-only** ops on `unavailable` (a mutation is never blindly re-sent, to avoid double-applying one whose response was lost — its button is disabled while offline and the player re-issues it on reconnect). A reachability watcher (a lightweight `profile.get` probe) clears the signal when no other traffic is in flight; the live `Subscribe` stream's drop/recovery feeds the same signal. **Edge hardening:** every request body on the public listener is capped at `GATEWAY_MAX_BODY_BYTES` (default 1 MiB — far above any legitimate payload), both at the HTTP layer (`http.MaxBytesReader`) and as the Connect per-message read limit, so an oversized `Execute` is refused (`resource_exhausted`) without buffering. The h2c server carries explicit sizing: `MaxConcurrentStreams` 250 (the x/net default made visible — a real client holds one `Subscribe` stream plus a few unary calls) and a 3-minute connection `IdleTimeout` (a live `Subscribe` stream keeps its connection active, so only abandoned connections are reaped); the `http.Server` sets only `ReadHeaderTimeout` (10 s) — Read/WriteTimeout would kill the stream. - **Alphabet on the wire**: live play exchanges **alphabet indices**, not concrete letters. The rack (`StateView.rack`), the `SubmitPlay`/`Evaluate` tiles, the `Exchange` tiles and the `CheckWord` word are `ubyte` indices into the variant's alphabet (a blank is the sentinel index **255**). The client is **alphabet-agnostic**: on a per-variant cache miss it sets `StateRequest.include_alphabet`, and the backend embeds the variant's `(index, letter, value)` table (`engine.AlphabetTable`, derived from the solver ruleset — no dictionary) for display; the client caches it by variant and renders the rack and the blank chooser from it. The backend maps index↔letter at its REST edge, so the gateway forwards indices **verbatim** (it holds no alphabet table) and the engine's letter-based domain API — shared with the robot — is unchanged. The table is pinned by the solver version, so it cannot drift from the running backend. The **move journal, history and GCG are unaffected** (they stay decoded concrete characters, §9.1). - **gateway ↔ backend (sync)**: plain HTTP REST/JSON. The gateway injects `X-User-ID` for authenticated requests; `backend` never re-derives identity from the body. - **backend → gateway (live)**: a single gRPC server-stream carries live events (your-turn, opponent-moved, chat, nudge). The gateway bridges them to the client's in-app stream while the app is open. Out-of-app delivery uses platform-native push via the platform side-service. ## 3. Authentication & sessions Platform-native, deliberately simple: **no Ed25519 client keys, no per-request signing, no anti-replay crypto** (these were considered and dropped — players arrive from a platform rather than completing a mandatory registration). - The gateway validates the originating credential **once** — Telegram `initData` (delegated to the **validator's** `ValidateInitData` RPC, which holds the bot token — the HMAC secret — so it never reaches the gateway), an email-code login, or a guest bootstrap — then mints a **thin opaque server session token** (`session_id`). First Telegram contact seeds the new account's language (from the launch `language_code`) and display name (§4). The validator runs on the main host and never reaches the Bot API, so login does not depend on Telegram or the remote bot being up (§10, §12). - **Single bot.** The platform side-service runs **one bot** (one token + one optional game channel), split into a home **validator** and a remote **bot** that share the token. `ValidateInitData` (the validator) validates `initData` against that single token and returns only the Telegram user identity — there is no per-bot "service language" and no supported-languages set on the wire. The bot's chat messages and out-of-app push are rendered in the recipient's **interface language** (`preferred_language`, en/ru), not in any bot-scoped language, and the friend-invite **share link** (and its caption) point at that one bot. First Telegram contact seeds the new account's `preferred_language` from the launch `language_code` (§4); the interface language is otherwise edited in Settings. - **Variant preferences (New Game gating).** Which variants a player may be matched into is a per-user **profile** setting — `variant_preferences`, a set of `engine.Variant` labels (`scrabble_en`, `scrabble_ru`, `erudit_ru`) edited on the Settings/Profile screen. New accounts default to **Erudit only** (a DB column default); at least one variant must stay selected. The picker is ordered **Erudit-first** everywhere. The preference gates the New Game picker on every create path the player **initiates** — auto-match, vs-AI and a friend invitation the player **creates** — and the backend **enforces** it on those paths (a chosen variant outside the caller's preferences is rejected with HTTP 400). An **invited** friend may still **accept** an invitation in **any** variant (accepting is never gated), and opening or playing existing games of any variant is unrestricted. This replaces the former login-language variant gating; it is a per-account product affordance plus a server-side create-path check, distinct from `preferred_language` (the interface language) and from a game's variant language. - The client holds `session_id` in memory for the app session (browser/OS storage is optional and may be unavailable; losing it means re-login). - The gateway caches `session → user_id` and injects `X-User-ID`. Session records live in `backend`, which stores only a **SHA-256 hash** of the opaque token (never the plaintext), keeps a warmed in-memory cache for fast resolution, and treats sessions as **revoke-only** — they have no TTL and live until explicitly revoked (`status` → `revoked`). A revoke can target one token or, on an account merge (§4), **every** session of the retired account (`RevokeAllForAccount`, which also evicts them from the warm cache). - **Guest** = ephemeral web session (no platform, no email). A guest is backed by a durable `accounts` row flagged `is_guest` and carrying **no identity** — the row is a technical necessity (the `sessions` and `game_players` foreign keys require one, the same way the robot pool is durable), not a profile: no friends, statistics or history are kept for it, and it is restricted to auto-match. A background **guest reaper** deletes an abandoned guest — flagged `is_guest`, holding no game seat, older than `BACKEND_GUEST_RETENTION` — on a `BACKEND_GUEST_REAP_INTERVAL` sweep, so transient guest rows do not accumulate. Platform and email users are auto-provisioned **durable** accounts with an identity. > **Decision (2026-06-20) — single bot, preference-based variant gating.** The former > two-bot model (one bot per service language, with `accounts.service_language`, a > `supported_languages` set on the `Session` wire and game-language push routing) was > collapsed into **one unified bot**: it renders chat and out-of-app push in the > recipient's interface language (`preferred_language`), with no per-bot routing. New > Game variant gating moved off the login language onto a per-user profile setting > `variant_preferences` (default Erudit only, server-enforced on the caller's create > paths; an invited friend may still accept any variant). The per-bot env vars and > `GATEWAY_DEFAULT_SUPPORTED_LANGUAGES` were removed; the wire dropped > `service_language`/`supported_languages` and the push `language` routing field, and > gained `variant_preferences` on Profile/UpdateProfile. ## 4. Accounts, identities, linking & merge - One internal account may carry several **platform identities** (`telegram`, `vk`, …) plus an optional **email** identity. First contact from a platform auto-provisions a durable account bound to that platform identity. Concretely, platform and email identities share one `identities` table keyed by a unique `(kind, external_id)`; email is an identity with `kind=email` and a `confirmed` flag. A synthetic `kind='robot'` identity backs each pooled robot opponent (§7). The **email confirm-code flow** binds an email to the authenticated account: a 6-digit code (stored only as a SHA-256 hash, 15-minute TTL, ≤ 5 attempts) is sent through a `Mailer` seam (an SMTP relay, or a development log mailer when none is configured) and, once verified, attaches a confirmed email identity. Accounts and identities use application-generated **UUIDv7** primary keys. A service flag `paid_account` (lifetime one-time payment; no purchase flow yet) is carried on the account and ORed on a merge. - **Linking** is initiated from an authenticated profile and proves control of the identity before attaching it: **email** through the confirm-code flow, **Telegram** through the web **Login Widget** (validated by the validator, HMAC under `SHA-256(bot_token)` — distinct from Mini App initData; the gateway passes the trusted `external_id` to the backend, as for `auth.telegram`). The request step **always** sends/accepts the proof (no pre-send "already taken" signal, so a probe cannot enumerate registered addresses); a required **merge** is revealed **only after** the proof is verified and is performed behind an explicit, irreversible confirmation. A free identity is simply attached (and a guest is promoted to durable, clearing `is_guest`). - **Merge** retires the account that owns the linked identity into the **current** account, in a single transaction (`internal/accountmerge`): statistics summed (counters incl. moves/hints added, max points kept, and the per-variant best moves merged keeping the higher-scoring play), the hint wallet summed, `paid_account` ORed, identities repointed, games / chat / complaints transferred, friends and blocks de-duplicated (friendships keep the strongest status accepted>pending>declined), pending invitations/codes dropped, and the secondary kept as an **audit tombstone** (`accounts.merged_into`/`merged_at`) so a shared **finished** game's no-cascade foreign keys stay valid — its seat there is left untouched. A merge is **refused** only when the two share an **active** game. The current account is the primary, **except** when the initiator is a **guest** and the linked identity already has a **durable** owner: then the durable account wins, the guest's active games move into it, the guest is retired, and a **fresh session** is minted for the durable account (the client switches to it). The secondary's sessions are revoked (§3). High blast-radius; isolated and well-tested. ## 5. Game engine integration (`scrabble-solver`) `backend` embeds the solver library in-process behind `internal/engine`, the only package that imports `scrabble-solver` (see [`CLAUDE.md`](../CLAUDE.md) for the solver's public API and constraints). The engine is a self-contained rules library — no persistence, transport or scheduling; the game domain drives it. Key points: - Variants at launch: **English Scrabble**, **Russian Scrabble**, **Эрудит** (`engine.Variant`, mapping to `rules.English()` / `RussianScrabble()` / `Erudit()`). Эрудит's specifics (non-doubling centre, `ё` with no tiles, 3 blanks, a 15-point bonus) live entirely in the solver ruleset, so the engine treats every variant uniformly. - **Dictionaries** are committed DAWGs loaded with `dawg.Load` from the directory `BACKEND_DICT_DIR`; `backend` loads the `engine.Registry` at startup as a hard dependency (like migrations), so a missing dictionary fails the boot. The registry holds dictionaries in memory addressed by `(variant, dict_version)`, tracking the latest version per variant, and answers the word-check tool through `Registry.Lookup`. - **Dictionary versioning — pin per game, update through the console.** A game records the `dict_version` it started on and finishes on it; new games pin the **active version**, the single source of truth persisted in the `dictionary_state` singleton and restored on boot, so an operator's choice survives a restart. Multiple versions are resident at once. `BACKEND_DICT_DIR` is a writable named volume seeded from the image on first boot (its nonroot ownership is inherited from the image, so the runtime can write it); the flat directory is the seed version, labelled `BACKEND_DICT_VERSION` — set from the build's `DICT_VERSION`, so the resident label equals the release tag — and each uploaded version lives in a `BACKEND_DICT_DIR//` subdirectory. The admin console **updates** a dictionary online (`internal/dictadmin`): an operator uploads the `scrabble-dawg-vX.Y.Z.tar.gz` release archive, previews the per-variant words added/removed against the active dictionary (`engine.DiffWords` enumerates both DAWGs and decodes only the differences), and confirms — the backend extracts the archive into the version subdirectory (hardened against path-traversal, symlink and decompression-bomb attacks), loads it via `Registry.LoadAvailable`, and makes it the active version. Versions are immutable (re-uploading a resident tag is rejected), so in-flight games keep their pinned version while new games use the new one. A restart re-loads every resident version via `engine.OpenWithVersions` (the flat seed plus each subdirectory, skipping the `.staging/` upload area) and restores the active pointer from `dictionary_state`. The volume preserves uploaded versions across redeploys; once seeded it is not re-seeded, so after bootstrap dictionary changes go through the console rather than a rebuild. Because the flat DAWGs carry no embedded version, `OpenWithVersions` records the version the flat directory was first seeded at in a `.seed_version` marker on the volume and treats that marker as **authoritative** (the **seed-drift guard**): on an already-seeded volume a later `BACKEND_DICT_VERSION` is ignored, so a bumped build seed cannot relabel the already-seeded bytes — which would otherwise silently serve the wrong dictionary and void games pinned to the prior label. A running contour therefore moves to a new release **through the console** (the prior version stays resident, so its games keep replaying), and `DICT_VERSION` is the seed for a **fresh** volume only: bumping it on a live contour is a harmless no-op that takes effect on the next fresh volume. Set it per contour from the deploy's `TEST_`/`PROD_DICT_VERSION`. (The dictionaries ship as a versioned **release artifact** from the `scrabble-dictionary` repo; the build's `DICT_VERSION` selects only the seed.) - Move generation/validation/scoring use `Solver.GenerateMoves` (ranked), `Solver.ValidatePlay` and `Solver.ScorePlay`; board mutation uses `scrabble.Apply`. The engine adds its own deterministic, seeded tile **bag** that can return tiles (an exchange needs this; the solver's self-play bag cannot). - **`engine.Game`** is the in-memory match state and the pure rules engine: it deals racks, applies legal plays / passes / exchanges / resignations, refills from the bag, keeps the scores and whose turn it is, and **detects the end of the game** — empty bag with an empty rack, or six consecutive scoreless turns, applying the end-game rack-value adjustment, or a resignation. On a **resignation the resigner keeps their accumulated score (no rack adjustment) and never wins**: the win goes to the highest score among the remaining seats, unconditionally the other player in a two-player game. A player may resign **on the opponent's turn** (a forfeit is not a turn-scoped move): `engine.ResignSeat(seat)` resigns that player's own seat whoever is to move, and the game domain skips the turn check for resign. The engine exposes a decoded, solver-free API (`SubmitPlay`/`SubmitExchange`/`EvaluatePlay`/ `HintView`/`Hand`) so `internal/game` drives it without importing the solver. A play's **orientation (H/V) is inferred from the placed tiles and the board**, not supplied by the caller: two or more tiles fix it by the line they share; a lone tile takes the axis along which it abuts existing tiles (the longer word winning, horizontal on a tie), so a single tile extending an existing word vertically is accepted. Journal replay instead trusts the **stored** direction (`SubmitPlayDir`, §9.1) to reproduce a committed game exactly rather than re-deriving it. - The **game domain** (`internal/game`) owns everything the engine does not — persistence, turn scheduling, the configurable turn timeout / auto-resign, the hint budget, word-check complaints, history and GCG — and is the engine's only consumer. Timeout auto-resign reuses `engine.Resign`, recording the move as a timeout, so it inherits the resignation win/loss. - History is dictionary-independent (§9.1): the engine emits decoded `MoveRecord`s and reconstructs the board from them with `engine.ReplayBoard` (alphabet only, no dictionary). ## 6. Game rules - **Word legality: validate-at-submit.** An illegal play is rejected by `Solver.ValidatePlay`; there is no challenge phase. - **Multiple words per turn (Russian games).** Russian variants carry a per-game **single-word rule**, chosen on New Game (default **off** = single word; on = standard Scrabble). Off, only the **main word** along the play direction is validated and scored — perpendicular cross-words are ignored, including in robot move generation and the unlimited move preview; on, every cross-word must be a real word and is scored. The main word must still run **through an existing tile along its own line** to connect: a play that forms no word along the direction it is laid — touching the board only perpendicular to itself — is illegal even though its cross-word is never checked, and for a single tile that abuts the board on both axes the engine plays the higher-scoring legal orientation. The single-word rule is therefore **not a superset** of the standard rule: it forbids parallel plays the standard rule allows and admits in-line plays whose cross-words are invalid. The engine threads it as `scrabble.PlayOptions{IgnoreCrossWords}` (solver `v1.1.1`); the first-move centre rule is unaffected. The "Russian-only" limit is a **UI affordance**: the backend and engine are variant-agnostic about the flag, and English games always send it on (standard). For auto-match the rule is part of the matchmaking key, so only players who chose the same rule are paired (the rule field rides every create/enqueue request, so matchmaking stays one uniform path). - **End of game**: the bag is empty **and** a player empties their rack, **or** **6 consecutive scoreless turns** (passes/exchanges), **or** a resignation, or a missed turn. The **per-game turn timeout** is chosen at creation (5/10/15/30 min, 1/2/3/6/12/24 h; default 24 h); a turn not made within it becomes an automatic resignation, applied by a background sweeper. The sweeper honours each player's **away window** — a daily local-time sleep interval on the account (default 00:00–07:00, midnight-cross aware) — so a player is never timed out while asleep. A game whose journal can no longer be replayed — a committed move made illegal by a later rule change — is instead closed as a **draw** (`aborted`) on the next open, never left unopenable (§9.1). - **First move (who goes first)**: decided by the official draw — each seated player draws one tile and the tile closest to "A" leads (a **blank supersedes all letters**); players tied for the best tile re-draw until a single leader remains. Each draw uses **fresh entropy** (`crypto/rand`), **not** the deterministic bag `seed`, so the draw is genuinely random and its **record** — not a seed — is the only account of the outcome. The leader takes **seat 0** (which moves first), the rest keeping their seating order, so the engine and journal replay are unchanged (seat 0 always leads). A directly-seated game (friend/AI) draws at creation. **Auto-match** draws when the game **opens**, with the not-yet-arrived opponent as a synthetic placeholder (`uuid.Nil`, whose draw rows are back-filled to the real opponent on join), so the opener's seat is fixed up front and they may make their opening move while waiting with no later reseating. The draw is **recorded** with the game (`game_setup_draws`, §9) and surfaced only in the admin console's step-by-step game replay — **not shown to players** today; it is kept for future tournaments, where it becomes a manual, per-tile external call. It is modelled as a discrete "player N draws a tile" step so that API is a thin driver over the same component. - **Players**: auto-match is always 2 players; friend games are 2–4 players. `backend` owns turn order and the bag for any player count. A resignation or timeout in a two-player game ends it with the other player winning. In a game with **three or more seats** a resignation or timeout **drops that seat and the rest play on** — the engine skips the resigned seat in the turn rotation and excludes it from the win, finishing the game (the sole survivor wins) only once one active seat remains, or by the ordinary end conditions among the active seats. A per-game **drop-out tile disposition**, chosen at creation (`dropout_tiles`: `remove` from play — the default — or `return` to the bag), governs the leaver's rack, which is **never revealed** to the remaining players; it is recorded for deterministic journal replay. (Two-player games end on the first drop-out, so the disposition does not affect them.) - **Hint**: governed by two per-game settings — whether hints are allowed and the starting per-player allowance — plus a per-account hint **wallet** (`hint_balance`, spent after the allowance; top-ups are a later feature). A hint reveals the top-1 ranked move (`GenerateMoves[0]`). The lobby/tournament caller picks the per-game defaults (e.g. one in casual random games, none in tournaments). The client **lays the hinted tiles onto the board** as a pending placement and leaves the commit to the player. When the rack has no legal move the service spends **nothing** and returns `ErrNoHintAvailable` — surfaced as the distinct result code `no_hint_available` (separate from `hint_unavailable`) so the UI can say "no options" rather than "no hints left". The hint count shown to the player is the per-game allowance remaining **plus** the global wallet; because the wallet is global, `game.state`/`game.hint` carry it as a separate `wallet_balance` field beside the combined `hints_remaining`, so the client derives the per-game allowance (`hints_remaining - wallet_balance`, which it may cache per game) and reads the wallet **live** from the profile — otherwise a wallet hint spent in one game would leave a stale, too-high count cached on every other game. - **Word-check tool**: unlimited dictionary lookups against the game's pinned dictionary; each result offers a **complaint** (complainant, game, variant, dict_version, word, the disputed result, an optional note) that lands in the admin review queue. An operator resolves it (`open → resolved`) with a **disposition** — reject, accept-add or accept-remove; the accepted ones form a derived **pending-changes** list that feeds the offline dictionary rebuild and is marked applied once the rebuilt version is installed through the console (§5, §12). ## 7. Robot opponent Substitutes for a human in 2-player auto-match: the matchmaking reaper seats it in an open game's empty opponent slot when no human has joined within the wait window (§8). It lives in `internal/robot` and plays as an ordinary seated account through the game service, so only `internal/engine` imports the solver. In the random/auto-match path it is designed to be indistinguishable from a person. The same robot serves **two quick-game modes**, chosen by the player on New Game and recorded on the game as **`games.vs_ai`**: the **random** path above (disguised as a person) and an **honest-AI** path the player knowingly picks (shown as **🤖**). The mode is a per-game flag, never derived from the opponent account, so the disguised path is never revealed. In an honest-AI game the robot keeps its per-game strength (`playToWin`) and margin band but **moves at once** — no sampled delay, no sleep window, no proactive nudge; chat and nudge are disabled, the opponent is shown as 🤖 everywhere, and the game records **no statistics** for either seat (practice, like a guest game). The fast reply is **event-driven**: committing a move (or creating the game) triggers `robot.DriveGame` immediately via the game service's after-commit / after-create hook (`game.Service.SetAITrigger`, a func value so the game package never imports the robot package), with the periodic driver as the fallback. There is **no short move timeout**; instead the game is created with `turn_timeout_secs = AIInactivityTimeout` (**7 days**) and the existing turn-timeout sweeper resigns the overdue seat — since the robot moves at once, only the human is ever on the clock, so the per-turn timeout doubles as the "abandoned after 7 days of inactivity → loss" rule with no new column or sweeper. An AI game emits **no `your_turn`** (the instant reply makes it redundant; `opponent_moved` still advances the UI), its **GCG export labels the robot seat "AI"**, and the games-started / -abandoned metrics carry a **`vs_ai`** attribute so AI and human games chart separately (the admin `/games` list and game card also show the AI flag). A finished honest-AI game the player **left** — `end_reason` `resign` or `timeout` — is also dropped from that player's own *finished* lobby list by `game.Service.ListForLobby` (a lobby-only filter over `ListForAccount`); the admin console and the account-merge count keep the full set, and a normally finished AI game stays. The filter keys on the game's end reason, not on which seat left, so it extends to any player should the robot ever resign. The robot keeps **no per-game state**: every choice is derived deterministically from the game's bag `seed` (a restart-stable FNV-1a mix), so a background driver (`robot.Service.Run`, mirroring the turn-timeout sweeper) recomputes the same behaviour on every scan and after a restart — the same philosophy as journal replay. A pool of durable accounts — each a `kind='robot'` identity (§4), keyed `robot--` and provisioned at startup with **chat blocked but friend requests open** — a request to a robot is accepted as pending and expires unanswered (the robot never responds), mirroring a human who ignores it; the chat block backs the human-like names (there is no DM surface; chat is per-game). **Per-game names.** A seated player's display name is **snapshotted on the seat** (`game_players.display_name`) when the seat is taken — a human's then-current name, or a disguised robot's freshly composed name — so the name an opponent sees is frozen for the life of the game (a later rename never rewrites past games) and a small pool of accounts presents as an ever-changing crowd. A reader falls back to the account's current name when a seat carries no snapshot (a pre-migration row). Each durable robot account still seeds a stable fallback name (32 composed per language), but the disguised reaper stamps a **fresh per-game name** drawn from a wide composed corpus: Western first/surname pools per locale (English, German, Spanish, Italian, French, Portuguese) in one of three forms (first only / first + surname initial / first + full surname), native Japanese/Chinese names, a gender-agreed Russian pool, and human-style handles (a stem, an optional `.`/`_`, an optional trailing number). Selection is **variant-aware**: a Russian game (Russian Scrabble or Эрудит) draws a Cyrillic name or handle with at most ~20% Latin analogue and **never a CJK script**; an English game draws the full international corpus. Every composed name stays within the editable display-name format (`account.ValidateDisplayName`) — which now admits a **trailing run of up to five digits** (so "Player2007"-style handles are valid for humans too) — so the disguised robot stays indistinguishable from a person. - **Balance**: at game start it decides once whether to play to win, with `P(play-to-win) ≈ 0.40` (so the human wins ≈ 60%), derived from the seed. Adaptive difficulty is post-MVP. - **Margin targeting**: each turn it picks from the ranked candidates (`engine.Candidates`) the move whose resulting lead (playing to win) or deficit (playing to lose) is closest to a small band (**1–30 points**), rather than always the maximum; with no legal play it exchanges a full rack when the bag can refill it, else passes. On **≈20%** of moves through the opening and midgame it **deviates** — playing that single move toward the *opposite* band (a winning robot eases off, a losing one surges ahead), so the chosen strategy may not pan out, which favours the human; the deviation chance tapers linearly to **0 over the last 14 tiles in the bag** and is **0 once the bag is empty**, so the endgame follows the per-game intent strictly. It is **deterministic from the seed** (`mix(seed,"deviate",moveCount)`), a per-move wobble that leaves the per-game play-to-win intent (and the admin card) unchanged. - **Timing**: the per-move delay is **move-number-aware** — a right-skewed sample (exponent k=4, short delays frequent) from a band that interpolates from **[3, 10] min** at the first move to **[10, 90] min** by ~28 moves, so openings are quick and the endgame can run long, clamped to **[1, 90] minutes**; it **sleeps 00:00–07:00** anchored to the **opponent's** profile timezone with a per-game drift of **±3 h** (fallback UTC), so its night overlaps the human's rather than running anti-phase; on a daytime nudge it replies near the move's lower band; it proactively nudges the idle human on a **sparse, randomized schedule** — every nudge waits a uniform random **9-12 h** (the first measured from the turn start, each later one from the previous nudge), so a neglected turn gets only a handful of widely-spaced reminders. A nudge that would fall inside the sleep window is skipped and fires at the first scan after wake. - **Dead-endgame timing**: once the **two most recent moves are both passes**, the board and the robot's rack are frozen and it is bound to pass again, so the robot drops the long late-game think time and answers on a **shortened schedule scaled to the human's own last (pass) think time** — a uniform sample in **[0.8, 1.5]×** of it, clamped to **[30 s, 8 min]** and taken as a **min** with the normal delay, so it never slows down. A slow human collapses to the 8-min cap (a decided game is not dragged out); a fast human is tracked, with the floor keeping the robot from passing suspiciously instantly. The anchor (the gap between the last two journal entries) reads the move journal only — no schema change — stays deterministic from the seed, and still defers to the sleep window. - **Observability**: robot accounts accrue ordinary statistics (§9) — the authoritative balance metric (target ≈ 40% robot wins) — and a `robot_games_finished_total` OTel counter plus a per-finish log give a live view. The **admin game card** surfaces each robot seat's per-game play-to-win intent (from the seed) and, on the robot's turn, its deterministic **next-move ETA** (the normal-schedule upper bound — a dead-endgame pass may land sooner). ## 8. Lobby & social - **Matchmaking**: a quick game offers **two opponents** on New Game — an **honest AI** (the default) or a **random** human (§7). The AI choice (`vs_ai` on `POST /lobby/enqueue`) takes the `Matchmaker.StartVsAI` path, which picks a pooled robot and creates a game **already seated and active** (`vs_ai`, random seat order); it never enters the open pool, so the reaper below never touches it. The random choice drops the player **straight into a real game and lets them wait inside it**: `Enqueue` (`POST /lobby/enqueue`) opens a game seating the caller with an **empty opponent seat** (status `open`, §9), or — when another player is already waiting for the same `variant` and per-turn rule — seats the caller into that open game and starts it; which seat the caller takes is randomised for first-move fairness, and a re-enqueue while already waiting opens **another** game (or joins a different player's) rather than returning the caller's own, so choosing "random opponent" again always starts a new search (bounded by the simultaneous quick-game cap, §9). Matchmaking state is therefore the **open games in the database** (not an in-memory pool), so it survives a restart and stays anonymous beyond one filter — a player is never paired into a game whose waiting opponent they have a per-user block with, in either direction (the enqueue excludes the caller's `BlockedWith` set); concurrent enqueues for one bucket are serialised by a transaction-scoped advisory lock so two callers pair rather than each opening a game. A background **reaper** seats a pooled robot (§7) in any open game whose wait window — a fixed **90 s** plus a random **0–90 s** (so **90–180 s** total) — has elapsed, guaranteeing every game gets an opponent. When a human or a robot takes the seat, the waiting starter receives an **opponent-joined** notification (§10) that fills the opponent card and re-enables resign and chat **in place** — the starter never leaves the game. While a game is `open` the starter may move on their turn, but resign, chat and nudge are refused (no opponent yet) and the lobby and opponent card show a "searching for opponent" placeholder. - **Simultaneous-game cap**: a player may hold at most `game.MaxActiveQuickGames` (**10**) active quick games. `game.Service.CountActiveQuickGames` counts the games seating the account in status `active` or `open` **without** a linked `game_invitations` row — friend games are excluded, and hidden games still occupy a slot, so it is a dedicated count rather than a filter over the lobby list. The backend **gate** (`Server.ensureUnderGameLimit`) refuses **both** new-game entry points at the cap — `POST /lobby/enqueue` and `POST /invitations` — with **409 `game_limit_reached`**; **accepting** an invitation (`POST /invitations/:id/accept`) is never gated, so friend games are capped only at initiation. The lobby learns the state from a boolean **`at_game_limit`** carried on the `games.list` response — the lobby already re-fetches that on entry and on every game event, so the flag needs no separate request or per-event payload; while it is set the client disables **New Game** and shows a notice. - **Friends**: two add paths over one `friendships` table. A **one-time code** the to-be-added player issues (a `friend_codes` row: 6-digit numeric, SHA-256-hashed, **12 h** TTL, one live code per issuer, single-use, redeem rate-limited) is redeemed by the other player to become friends immediately. It is shared as a Telegram `startapp` deep-link to the single bot (with a matching caption), redeemed by the recipient's Mini App on launch; a **spent or expired** code is not surfaced as an error there but lands the visitor in the lobby with a gentle pointer to the bot, since the shared link outlives the single-use code. Alternatively a **request → accept** is sent to someone you **share a game with** (active or finished); the recipient may accept, ignore (the pending row lazily expires after **30 days** and may be re-sent), or **decline** — a decline is remembered (`status='declined'`) and blocks further requests from that sender, unless they hand them a code, which overrides it. The requester's own cancel still deletes the row. A request sent in-game to an **auto-match opponent who is secretly a pooled robot** is recorded instead in a separate **`robot_friend_requests`** table, keyed on the requester + game + seat with the seen name snapshotted (`RequestInGame`): the shared robot account is never put in `friendships` (so it is not befriended/awaited under its other per-game names and the in-game 🤝 stays pinned to that seat as *sent*), the robot never accepts, the row is not surfaced in Settings → Friends, and a background reaper deletes it once its game has been finished for **7 days**. (Discovery by friend list or platform deep-link is future work.) - **Block**: two independent **global** account toggles (`block_chat`, `block_friend_requests`) **plus** a **per-user block list**. A per-user block is **asymmetric and non-destructive**: the blocker stops receiving everything **from** the blocked user — chat, nudges, friend requests, game invitations, and auto-match (§6) never pairs them — while the blocked user notices nothing. Their sends still persist by the normal rules but are never delivered or surfaced to the blocker (a directional `blockExists` check drives this: the blocker filters/refuses, the blocked is silently suppressed and born-read), and applying a block also marks read any unread the blocked user had left for the blocker. It **overrides but does not delete** a friendship (an unblock cleanly restores it), so a pair may be friends **and** blocked at once; the admin user card shows the full truth (blocks, blocked-by, friends) regardless of this suppression. Block/unblock emit a `user_blocked` / `user_unblocked` notification to the blocker only (§10). Blocking an auto-match opponent who is secretly a pooled robot is recorded instead in a separate **`robot_blocks`** table, keyed on the blocker + game + seat with the seen name snapshotted (`BlockInGame`): the shared robot account is never put in `blocks` (so the matchmaker keeps it free and it is not blocked under its other per-game names), while the blocked list and the in-game card still show it by joining that table; an unblock deletes the row. - **Friend games**: formed by **invitation → accept** (an `game_invitations` record with one row per invitee). The 2–4 player game starts once **every** invitee accepts; any decline cancels the invitation, and a pending invitation expires after 7 days (enforced lazily on access). - **Chat**: per-game, persisted (kept with the game's archive), **≤ 60 runes**, and **validated on input** — links, email addresses and phone numbers (including lightly obfuscated forms) are rejected, since the chat is for quick reactions, not contact exchange. Chat is allowed **only on the sender's own turn** and **at most once per turn** (the turn boundary is the move-driven turn start; the opponent's-turn control is the nudge); the backend enforces both and the client mirrors them by hiding the field. Each message stores the sender's IP (forwarded by the gateway) for moderation. A sender who has disabled chat cannot post, and messages from a blocked sender are hidden from the viewer. The operator console has a **Messages** section that lists posted messages (nudges excluded) newest-first with the sender's resolved name, **source** (guest / robot / oldest identity kind), IP and game, searchable by sender name / external-id glob masks and pinnable to one game or sender (linked from the game and user cards). It also offers an **unread-only filter** and a read/unread column, and each message has a detail card with the **per-seat read breakdown** (sender / read / unread). - **Nudge**: folded into the chat as a `nudge` message kind. The player awaiting the opponent may nudge **once per hour per game**; it is not allowed on one's own turn. The platform-native delivery runs through the gateway and the platform side-service. - **Read receipts**: each `chat_messages` row carries an `unread_seats` bitmask — a set bit per recipient seat that has **not** yet read it (the sender's own bit is never set). A text message seeds the bits of every seated recipient; a nudge seeds only the awaited player's. A **disguised robot opponent's bit is never set** — it never opens the chat, so a message to it is **born read** (it would otherwise linger unread forever); a nudge to a robot instead clears when the robot answers by moving, as for a human. A seat's bit clears when that player **opens the move history or the chat** (`POST /games/:id/chat/read`, which the client sends only when it holds unread, so a history open is not a constant backend call), and a **nudge additionally clears when its recipient answers by moving** (the move path calls a wired `NudgeClearer`). The mask is inverted so "anything unread" is a plain `unread_seats <> 0`, which the per-viewer `unread_chat` game-view flag (seeding the lobby and in-game unread **dot**), the admin unread filter and the unread gauge all use. A second per-viewer flag, **`unread_messages`** (`unread_seats <> 0 AND kind = 'message'`), reports whether any unread entry is a real message rather than only a nudge, so the **dot is coloured**: the regular danger colour when a message is unread, a softer amber when only nudges are. Both flags share the REST-seed-then-event-bump lifecycle (the live-event game-view leaves them false; a nudge event raises only `unread_chat`, a message event raises both). The lobby additionally **floats games with any unread entry to the top** of the your-turn and opponent-turn sections (the finished section keeps its activity order). On each clear the publish-to-read latency is recorded; the read time itself is not retained. - **Profile**: `preferred_language` (en/ru, edited in Settings), display name, email (confirm-code binding, see §4), **timezone**, the daily **away window**, the **variant preferences** (`variant_preferences`, the matchable-variant set that gates New Game — §3, defaulting to Erudit only, at least one enforced) and the block toggles — all editable through `account.UpdateProfile`, which validates them: a display name is Unicode letters joined by single ` `/`.`/`_` separators (no leading/trailing/adjacent separators, ≤ 32 runes); the timezone is a fixed `±HH:MM` **UTC offset** (or a legacy IANA name) resolved by `account.ResolveZone` for the sweeper and the robot's sleep (a fixed offset trades DST for a simple picker); the away window is at most **12 h** (midnight-wrap aware). Linked platform accounts and merge are covered in §4. ## 9. Persistence - Single Postgres database, schema `backend`; `backend` is the only writer. The "pgx pool" is a `database/sql` handle backed by the pgx stdlib driver and instrumented with otelsql; type-safe queries use **go-jet** (code generated into `internal/postgres/jet` and committed, regenerated by `cmd/jetgen`). Migrations are embedded SQL applied with `pressly/goose/v3` at startup. Primary keys are application-generated **UUIDv7**. - Tables: `accounts` (durable internal accounts, carrying the away-window columns `away_start`/`away_end`, the hint wallet `hint_balance` (spent after a game's per-seat allowance; an operator tops it up with an additive, raise-only grant from the admin console), the `is_guest` flag for ephemeral guest rows, the `notifications_in_app_only` out-of-app push toggle, the `paid_account` service flag and the merge-tombstone columns `merged_into`/`merged_at`), `identities` (platform/email/robot identities, unique `(kind, external_id)`, the `kind` admitting `robot`), `sessions` (revoke-only opaque-token hashes), the game tables `games` (carrying the `dropout_tiles` disposition column), `game_players`, `game_moves` (the move journal), `game_setup_draws` (the first-move draw record, §6), `complaints`, `account_stats` and `account_best_move`, and the social/lobby tables `friendships` (the request/accept graph, its status admitting `declined`), `blocks` (per-user blocks), `chat_messages` (per-game chat and nudges, carrying the per-message `unread_seats` read bitmask), `email_confirmations` (pending confirm-codes), `game_invitations` / `game_invitation_invitees` (friend-game invitations), `friend_codes` (one-time add-a-friend codes), `game_drafts` (a player's in-progress rack order + board composition per game) and `game_hidden` (`(account_id, game_id)` rows that drop a finished game from one account's own lobby list, leaving it visible to the other players — finished-only and irreversible by design, so there is no un-hide). Auto-match has no separate store: a game **awaiting an opponent** is an ordinary `games` row with status `open` and a single seated `game_players` row (the empty opponent seat is a null `account_id`, filled when a human or robot joins), plus an `open_deadline_at` stamp the reaper scans for robot substitution. The **first-move draw** (§6) is recorded in `game_setup_draws` when the game opens; the synthetic opponent's rows carry a NULL `account_id` until a real opponent joins and back-fills them. The record is dictionary-independent — a decoded letter, a blank flag and the numeric draw rank — like the journal (§9.1), so it never depends on a dictionary or the solver's encoding. - **Active games are event-sourced.** A game is a `games` row (pinned `variant`/`dict_version`, bag `seed`, the per-game settings, and a denormalised turn cursor) plus an append-only, decoded move journal (`game_moves`); the live position is an `engine.Game` held in an in-memory cache (≈24 h idle TTL) and rebuilt by replaying the journal on a miss, which the seeded bag makes exact. Each game is serialised by a per-game lock; a persistence failure evicts the live game so the next access rebuilds from the journal. `game_players` records each seat's account (**null for an open game's still-empty opponent seat**), running score, hints used and winner flag. - **Statistics** (`account_stats`, recomputed on each finish for durable non-guest accounts only — the finish-time recompute skips any `is_guest` seat): wins, losses, **draws**, max points in a game, and max points for a single **move** (which already folds in every word the move formed plus the all-tiles bonus); plus two summed counters — `moves` (the player's plays, i.e. tile placements; passes and exchanges do not count) and `hints_used` (every hint taken, allowance + wallet) — from which the screen derives the **hint share** = hints_used / moves. A tie increments draws only; a resignation or timeout is a loss for the acting player. A companion table **`account_best_move`** (keyed by account **and variant**) keeps the highest-scoring single play **per variant** with the word itself: its main word as an ordered JSON array of tiles (letter, tile value, blank flag — value 0 for a blank), so the statistics screen renders it as game tiles without the variant's alphabet table. Blank flags are taken from every blank ever placed in the game (equivalent to reading the final board, since a placed tile never moves). It is replaced only by a strictly higher-scoring play, written in the same finish transaction, and skipped for guest/honest-AI games exactly like `account_stats`. It is filled forward only — plays finished before the table existed are not back-populated (the aggregate `max_word_points` still covers them numerically). ### 9.1 History invariant (must hold forever) Archived games must replay **independently of any dictionary and of the solver's internal encoding** — at least visually. Therefore the move journal persists only **decoded concrete values**: action kind (play / pass / exchange / resign / timeout), acting player, per-move score and running total, timestamp, and — in a per-move JSON payload — the acting player's rack before the move (with `?` for a blank), and for a play its direction, main-word anchor, placed tiles (letter as text, coordinate, blank flag) and the words formed; for an exchange, the swapped tiles. This is exactly what is needed both to **replay the game through the engine** (a cache miss; replay trusts the stored direction rather than re-deriving it, so the rebuild matches the committed game) and to render history or emit GCG **without a dictionary**: the board for visual replay is reconstructed by applying placements onto an empty grid, since moves were validated at play time and scores are stored. `variant` and `dict_version` are kept as **metadata only** (audit, complaint review), never as a replay dependency. Engine replay re-validates each move, so a committed move that **later becomes illegal** under a tightened rule (e.g. the single-word connectivity rule) would make the rebuild fail; rather than leave the game unopenable, the next open closes it gracefully as a **draw** (`engine.EndAborted` → `end_reason='aborted'`, all seats marked non-winners), preserves the journal intact, and surfaces an impersonal **organizer note** at the end of the history and in the GCG export (a free-text `#note`). **GCG export** is derived from the same rows and is likewise self-contained — we ship our own writer (the solver exposes none): the standard Poslfit dialect (UTF-8, `#player`/`#lexicon` pragmas, `8G`/`H8` coordinates, lower-case blanks, `.` pass-throughs, `-TILES` exchanges), plus `#note` lines for resignations and timeouts, which the standard does not cover. **GCG export is offered only on a finished game** (`game.ErrGameActive` otherwise), so an in-progress journal is never leaked mid-play; the client shares the `.gcg` file via the Web Share API where available, else downloads it. The alphabet-on-the-wire transport does **not** touch this invariant: the live edge exchanges alphabet indices, but the persisted journal (and everything derived from it — replay, history, GCG) keeps the decoded concrete letters described above, so an archived game still replays with the variant's `rules.Alphabet` alone, independent of any dictionary. ## 10. Notifications Two channels: the **in-app live stream** and **platform-native push** (out-of-app, via the platform side-service). The backend emits notification intents through an in-process hub (`internal/notify`, a `Publisher` seam installed on the game, social and lobby services); a single backend→gateway **gRPC server-stream** (`Push.Subscribe`, `pkg/proto/push/v1`) carries every event, and the gateway fans them out by `user_id` to each client's Connect `Subscribe` stream while the app is open. The catalog is **your-turn** and **opponent-moved** (emitted from the game commit, so robot-driver and timeout-sweeper moves emit too; opponent-moved goes to **every seat, including the mover**, so the mover's own other devices and their lobby refresh — it is in-app only, so the actor gets no out-of-app push for their own move), **chat-message** and **nudge** (from the social service), **opponent-joined** (from the matchmaker, §8), and **notify** (a lightweight "re-poll" signal carrying a sub-kind: friend-request, friend-added, friend-declined, invitation, invitation-update or game-started; emitted on a friend-request, on answering one (accept → friend-added, decline → friend-declined — to the original requester, so a game screen watching that opponent re-derives its "add to friends" state), and on an invitation create (**invitation**) or any later change to it (**invitation-update**: an updated response, a decline, a cancel, or its game start — to every participant)). **game-over** is emitted to every seat from the same game commit when a game finishes — any path: a closing play, all-pass, resign or timeout — and **your-turn** is enriched so the out-of-app push reads in full: it also carries the mover's display name, their last action and the main word of a scoring play, and a **recipient-first** running score line (e.g. `120:95:80`, the reader's score first). The in-app stream is a **delta channel** so the client renders from the event without a follow-up `game.state`: **opponent-moved** carries the committed move plus the post-move summary (per-seat scores, whose turn, move count, status) and the bag size, which the client applies to its per-game cache keyed on the **move count** — idempotent (a re-delivered or own-move echo is a no-op) and gap-safe (a missed move falls back to a `game.state` + `game.history` refetch); **your-turn** carries that move count as a consistency check; the **game-started** notify carries the recipient's full **initial `StateView`** so opening a freshly started game is instant, and **opponent-joined** carries the waiting starter's refreshed `StateView` so the opponent card and the resign/chat controls update **in place**; **game-over** carries the final summary; the lobby **notify** sub-kinds carry the changed account / invitation, so the client patches its lobby lists in place: **invitation** and **invitation-update** carry the full invitation, and the client upserts a still-pending one and drops a terminal one (started, declined, cancelled, expired) — the invitations list is a delta channel too, fresh from any screen without a refetch. The **user-blocked** / **user-unblocked** sub-kinds confirm a per-user block change to the **blocker only** (never the blocked user), carrying the other account, so the blocker's open game screens re-derive the block / add-friend controls and the struck name in place across sessions. The move-commit **response** (`submit_play` / `pass` / `exchange` / `resign`) likewise returns the actor's own refilled rack and bag size, so the mover renders the next turn without a self-refetch. Beyond that event-driven warming, the lobby **preloads** the player's ongoing games — each one's `game.state`, `game.history` and saved **draft** — into that same per-game cache, so opening one from the lobby is instant and a saved composition paints already on the board (no rack→board step). The `notify` package owns the FlatBuffers encoding (fed wire-agnostic input structs by the domain services) and the gateway forwards every payload verbatim. Auto-match needs no match poll — `Enqueue` returns the game the player enters synchronously, and an opponent later taking the open seat arrives as the in-app **opponent-joined** event. Unlike a move, that event has no follow-up delta to trigger the move-count gap recovery, so the waiting game screen recovers a missed join itself: it **polls `game.state` while the stream is down, refetches once on stream reconnect, and resyncs on a foreground regain that did not drop the stream** (covering an event shed from a full hub buffer while suspended), so a join missed during an outage or while the app was backgrounded still resolves the open game in place. For the lobby **notification badge** (incoming friend requests + open invitations) the client re-polls on the `notify` event and on lobby open / focus, covering a push missed while the app was hidden. **Out-of-app platform push** is a fallback the **gateway** routes from the same firehose: for an event whose recipient has **no live in-app stream** it resolves the backend `/internal/push-target` (their Telegram `external_id`, the recipient's **interface language** (`preferred_language`) as the render language, and the `notifications_in_app_only` flag). It then pushes a deliver command over the **bot-link** to the remote **bot** — **fire-and-forget, best-effort** (dropped, with a metric, when no bot is connected) — only when the recipient has a Telegram identity and has not confined notifications to the app, so the two channels never duplicate. The bot renders a localized message with a Mini App deep-link button in that language; there is no per-bot routing. The out-of-app set is your-turn, game-over, nudge and the **invitation** (a new invitation) / friend-request notify sub-kinds; the bot renders the message and skips the rest — so in-app-only sub-kinds like **invitation-update** (a response/withdrawal lobby sync) and **user-blocked/-unblocked** (a block-state sync to the blocker) never become a platform push. Operator broadcasts (`SendToUser` / `SendToGameChannel`, §10 admin) render in an **operator-chosen** language in the console; the backend calls them on the **gateway's bot-link relay**, which forwards them to the bot and **awaits its delivery ack** (so the console still reports delivered/not). Session-revocation events and cursor-based stream resume stay deferred (single-instance MVP). A separate **advertising-banner** channel feeds the client's one-line strip (UI_DESIGN.md), server-driven by `internal/ads`. An operator manages **campaigns** (each one placement order) in the admin console (`/_gm/banners`): a campaign has a show **weight** (integer percent 1..100), an optional validity **window**, an `enabled` flag and one or more **bilingual messages** (en + ru, both mandatory, minimal markdown). A single perpetual **default** campaign fills the unsold remainder up to 100% and is undeletable. Eligibility — who sees a banner at all — is `!paid_account && hint_balance == 0 && !has(no_banner)` (the `no_banner` account role suppresses it unconditionally); guests qualify. The eligible viewer's banner block rides the **`profile.get`** response (the one bootstrap every client fetches on open, authed or guest — no separate request, nothing distinct for an advanced user to filter): the backend resolves each message to the viewer's **interface language** (`preferred_language`) and computes the active set — window-filtered campaigns, the default's effective weight (`max(0, 100 − Σ active timed weights)`, dropped at 0), GCD-reduced. The **client** rotates that set with a smooth weighted round-robin (deterministic, fair: each campaign gets its weight share per cycle), round-robining a campaign's messages within its slots; the global display **timings** (hold, edge-pause, scroll speed, and the fade-out → gap → fade-in transition) are operator-set (`/_gm/banner-settings`, clamped) and ride the same block. When an operator changes a viewer's eligibility inputs (grants hints, grants/revokes `no_banner`; a future payment flow sets `paid_account`), the backend emits a `notify` **`banner`** sub-kind (a payload-free re-poll signal), and the open client re-fetches `profile.get` to show or hide the banner in place. Operator *content* edits take effect on the next `profile.get` (open/reconnect/foreground), not mid-session. > A single `app.load` bootstrap aggregator (collapsing `profile.get` + lobby + badge fetches into > one round-trip) was **considered and deferred**: client↔gateway is HTTP/2 (h2c), so the bootstrap > RPCs already multiplex over one reused connection — the saving would be per-request fixed overhead, > not connections, and it is a high-blast-radius cross-cutting refactor. Revisit only with evidence > (`edge_request_duration`); if ever built, as a gateway-side fan-out/merge that keeps the per-domain > backend handlers intact. ## 11. Observability - Structured logging with `go.uber.org/zap` (JSON). OpenTelemetry tracer and meter providers are wired in **all services** (backend, gateway, the Telegram validator and bot) through a shared `pkg/telemetry` bootstrap, env-gated per service by `{BACKEND,GATEWAY,TELEGRAM}_OTEL_{TRACES,METRICS}_EXPORTER` with a default of `none` (so no collector is required locally or in CI). `stdout` is available for debugging; **`otlp`** (gRPC, endpoint from the standard `OTEL_EXPORTER_OTLP_*` environment) exports to a collector. The Postgres pool is instrumented with otelsql and `otelgrpc` traces the backend↔gateway push stream and the gateway↔validator and bot-link calls; the gateway also exports `botlink_connected_bots` and `botlink_commands_total` (by result) for the bot-link. The OTLP **Collector** (OTLP/gRPC → Prometheus metrics + Tempo traces), **Prometheus** (15d), **Tempo** (72h) and **Grafana** (provisioned datasources + dashboards, behind the caddy `/_gm/grafana` Basic-Auth) are stood up with the deploy (`deploy/`); the default exporter stays `none`, so CI needs no collector. The collector also runs a **`docker_stats`** receiver (per-container CPU/memory/network read from the Docker API and exported through its Prometheus endpoint), and the contour runs **postgres_exporter** (connections, cache-hit ratio, transactions, db size, scraped directly by Prometheus); both are surfaced on the **Scrabble — Resources** Grafana dashboard, which captures the stress-run resource profile. (`docker_stats` replaced cAdvisor, which on the contour host resolved only the root cgroup — a separate-XFS `/var/lib/docker`.) - Per-request server-side timing via gin middleware from day one (the access log carries method, route, status, latency and the active trace id). A client-measured RTT piggybacked on the next request is a later enhancement. - Domain/operational metrics, recorded through the meter and invisible until an exporter is configured: histograms `game_replay_duration` (journal rebuild on a cache miss), `game_move_validate_duration` and `game_move_duration` (a seat's think time per committed move, attributed by `variant` and a `phase` of opening/middle/endgame; it aggregates **all** seats including robots, whose synthetic timing dominates the tail, so per-human analysis lives in the admin console, below); counters `games_started_total`, `games_abandoned_total` (a turn-timeout seat drop), `chat_messages_total` (`kind` = message/nudge) and `robot_games_finished_total`; a histogram `chat_read_duration` (chat publish-to-read latency by `kind`); observable gauges `game_cache_active` and `chat_unread_messages` (chat entries with `unread_seats <> 0`, both chat metrics surfaced on the **Scrabble — Messages** dashboard); the gateway `edge_request_duration` (the UI-perceived roundtrip, by `message_type`/`result`); and Go runtime/heap metrics. Game-scoped metrics carry a `variant` attribute (scrabble_en/scrabble_ru/erudit_ru). - Per-user move-time analytics are **offline**, derived in the admin console from the move journal (`game_moves.created_at` deltas, the first move from the game's creation), not Prometheus labels (which an `account_id` would explode): the user list shows each account's min/avg/max think time, and the user-detail page draws a zero-JS inline-SVG chart of min/mean/max by the player's move number. - User metrics: a backend counter `accounts_created_total` (`kind` = telegram/email/guest; robots are a provisioned pool, not users, and are excluded) and a gateway **in-memory** observable gauge `active_users` (`window` = 24h/7d) — distinct accounts that performed an authenticated edge action in the window. The gauge is single-process by design (single-instance MVP, §10): it is correct for one gateway, resets on restart, and is a live operational figure, not a billing count. - **Rate-limit observability:** every limiter rejection increments the gateway counter `gateway_rate_limited_total` (`class` = user/public/email/admin — aggregate only, honouring the no-per-user-label discipline above) and logs one **Debug** line; a gateway reporter drains the per-key rejection tracker every 30 s, emits one **Warn** summary per throttled key and posts the report to the backend (`POST /api/v1/internal/ratelimit/report`, network-trusted like `sessions/resolve`). The backend's `ratewatch` keeps a bounded in-memory episode window (single-instance, resets on restart, like `active_users`) surfaced on the admin console's **Throttled** page next to the flagged-account review queue, and applies the **conservative auto-flag**: an account sustaining `BACKEND_HIGHRATE_FLAG_THRESHOLD` rejected calls (default 1000) within `BACKEND_HIGHRATE_FLAG_WINDOW` (default 10 min) gets the soft, reversible `accounts.flagged_high_rate_at` marker — set once, shown in the user list/detail, cleared by the operator, **never an automatic ban** and never a request gate. The Edge/UX dashboard graphs the aggregate request rate against the rejection rate by class. - Unauthenticated `GET /healthz` (liveness) and `GET /readyz` (readiness — the database answers a bounded ping and the session cache is warmed). - The backend serves a **second listener** — a gRPC server (`BACKEND_GRPC_ADDR`, default `:9090`) for the live-event push stream to the gateway — alongside the HTTP listener; both start together and stop on signal. ## 12. Security boundaries | Concern | Enforced by | | --- | --- | | Public rate limiting / anti-abuse | gateway (per-IP public/email/admin classes, per-user authenticated class; a request body cap of `GATEWAY_MAX_BODY_BYTES`; rejections are metered, summarised to the backend and surfaced in the admin console with a conservative reversible auto-flag — §11) | | Telegram initData validation (bot-token HMAC) | the Telegram **validator**; the gateway delegates it over gRPC, so the bot token (the HMAC secret) lives only in the validator and the bot, never in the gateway | | Session minting; email-code / guest validation | gateway (with backend) | | Session → `user_id` resolution, `X-User-ID` injection | gateway | | Authorisation, ownership, state transitions | backend (`X-User-ID` is the sole identity input) | | Manual account block (suspension) | backend: a per-request gate refuses a blocked account on every `/api/v1/user/*` route except the block-status probe with **403 `account_blocked`**; the operator blocks/unblocks from the admin console (§11) | | User feedback gate | backend rejects a guest or a `feedback_banned` account from submitting; the **gateway** also rejects a guest's `feedback.submit` (the `Op.NonGuest` flag + `is_guest` from session resolve) with **`guest_forbidden`** before any backend call; attachments are served `nosniff` with a download disposition for non-images (§15) | | Admin authentication | a single Basic-Auth gate on `/_gm/*`, forwarded **verbatim** to the backend's server-rendered admin console (and, in the deployed contour, routing `/_gm/grafana/*` to Grafana). In the deploy the **caddy** owns this gate (§13); a local non-caddy run uses the gateway's own `GATEWAY_ADMIN_*` proxy, which the per-IP admin limiter class guards ahead of its Basic-Auth — the caddy-fronted path has no limiter (stock caddy), an accepted gap. The backend trusts the proxy (no admin principal) and guards its state-changing POSTs with a **same-origin** check — the console's CSRF defence. No operator identity is tracked | | backend ↔ gateway ↔ validator trust | the network (only gateway may reach backend; the validator and the gateway's admin bot-link relay serve unauthenticated gRPC on the trusted internal segment) | | remote bot ↔ gateway (bot-link) | **mutual TLS**: a private CA signs the gateway server cert and the bot client cert, and each verifies the other. The bot dials out (no inbound port, no static IP), so the channel is guarded solely by mTLS — the bot client key is as sensitive as the token (§13) | This is an explicit, accepted MVP risk: compromise of the gateway↔backend network segment defeats backend authentication. Mitigated by network isolation; mutual auth is a future hardening step. The **bot-link** is the exception — it already uses mutual TLS, because it is the one inter-service link that leaves the trusted segment (the remote bot lives off the main host). **Manual account block (suspension).** Beyond the soft, reversible high-rate flag (§11, never a gate), an operator can hard-block an account from the admin console — permanently or until a date, with an optional reason chosen from an editable en+ru picklist. A block is a row in `account_suspensions` (the chosen reason's text is **snapshotted**, so editing or deleting a picklist entry never changes what an already-blocked player is shown); it is named *suspension* to stay distinct from the peer-to-peer `blocks` table. Enforcement is a backend middleware gate after `X-User-ID`: every `/api/v1/user/*` route except the block-status probe refuses a blocked account with **HTTP 403 + code `account_blocked`**, which threads through the gateway unchanged as the Execute `result_code`, so the UI detects the block from *any* call and replaces every screen with a terminal "blocked" screen, stopping all push/poll. The one exempt route, `GET /api/v1/user/block-status`, returns the expiry and the reason resolved to the account's language so the blocked client can render the message. Sessions are **not** revoked on block (a revoked token would fail session resolution at the gateway *before* the gate, sending the UI to login instead of the blocked screen). A block instantly **forfeits** every active game the player is in (the opponent wins, exactly as a resignation — the engine resigns off-turn) and cancels their open matchmaking games; a temporary block lapses automatically once its expiry passes (no sweeper — the gate recomputes against `now`). No operator identity is recorded (shared Basic-Auth). **Short numeric codes** (email confirm-codes and friend codes) are stored only as SHA-256 hashes and are short-lived and single-use. The unauthenticated email path carries a tight per-IP sub-limit (5 / 10 min); the **friend-code redeem** is authenticated, so it rides the per-user limit (300 / min) and is further bounded by the code's 12 h TTL, single use, and **one live code per issuer** (which caps the valid-code population). Brute-forcing a 6-digit friend code within these limits is an accepted MVP risk with low blast radius (an unwanted friendship is removable/blockable); a dedicated redeem sub-limit or a longer code is the hardening step if abuse appears. ## 13. Deployment (informational) Single public origin, path-routed. The Vite build has two entries: a lightweight **landing page** and the game **SPA**. The gateway **embeds** the SPA build (`go:embed`, baked in by a node stage in `gateway/Dockerfile`) and serves it at `/app/` (web) and `/telegram/` (the Telegram Mini App; outside Telegram that path redirects to the root — the client-side guard); a stray hit on the gateway's `/` 308-redirects to `/app/`. The **landing** ships in its own static container: the `landing` target of `gateway/Dockerfile` (caddy:2-alpine + the same Vite build, `deploy/landing/Caddyfile`) serves it at `/`, so stray public traffic is absorbed by static file serving and never reaches the Go edge. Hash-named `/assets/*` are served `immutable` (a relaunch is a cache hit, not a re-download); the HTML shells are `no-cache` so a new deploy is picked up — both containers apply the same caching. An in-compose **caddy** is the contour's edge: it owns a single `/_gm` Basic-Auth and routes `/_gm/grafana/*` to **Grafana** (anonymous-admin, so the one shared login gates it with no per-user Grafana accounts) and the rest of `/_gm/*` to the backend-rendered **admin console**; `/app/`, `/telegram/` and the Connect path go to the gateway; the catch-all — notably the landing at `/` — goes to the landing container. The **Telegram validator** runs as a separate container with **no public ingress**, answering only internal gRPC (HMAC, no Telegram egress). The **Telegram bot** holds no inbound port either: it dials the gateway's **bot-link** (mTLS) and egresses to Telegram — through a VPN sidecar in the test contour, from a separate host in prod. The gateway exposes the bot-link on a dedicated mTLS gRPC listener (`GATEWAY_BOTLINK_ADDR`, internal-only in the test contour, published in prod) plus a plaintext relay (`GATEWAY_BOTLINK_RELAY_ADDR`) the backend admin console calls. The full contour (`deploy/docker-compose.yml`) runs one `gateway`, one `backend`, one Postgres, the static `landing`, the Telegram `validator` and `bot` (+ the bot's VPN sidecar) and the **observability stack** — OTel Collector (OTLP/gRPC ingest → Prometheus metrics + Tempo traces) and Grafana with provisioned datasources and dashboards. All services export OTLP to the collector; the bot shares the VPN sidecar's netns, so its `AWG_CONF` must not carry a `DNS=` directive (that would hijack resolv.conf and stop it resolving `otelcol` / `gateway`; without it the netns uses Docker's resolver, which resolves `otelcol`, `gateway` and `api.telegram.org`). Inter-service traffic uses a private `internal` network (project-scoped DNS); only caddy joins the shared external `edge` network (alias `scrabble`). Two contours, two secret/variable prefixes (`TEST_` / `PROD_`): - **Test**: auto-deploys on a PR into — or a push to — `development` (`.gitea/workflows/ci.yaml` → `docker compose up -d --build` on the Gitea runner host, then `GET /` + `GET /app/` probes through caddy — the landing container and the gateway). The host caddy terminates TLS and forwards the domain to `scrabble:80`, so the in-compose caddy serves plain HTTP (`CADDY_SITE_ADDRESS=:80`). The in-compose caddy **trusts X-Forwarded-For from private-range upstreams** (`trusted_proxies private_ranges`), so the real client IP — used for chat-moderation logging and the gateway's per-IP rate limiting — survives the host-caddy hop; in prod (no host caddy) public clients are untrusted and Caddy uses the real peer, so the single config is correct and spoof-safe in both contours. The **bot-link mTLS material** (a private CA + gateway/bot leaves, CN=`gateway`) is generated by `deploy/gen-certs.sh` before `compose up`; the bot keeps its VPN sidecar for Telegram egress and dials the gateway by its internal name, so the bot-link stays on the internal network. - **Prod**: a manual SSH deploy after `development → master`. There is no host caddy, so the contour ships its own caddy terminating TLS — set `CADDY_SITE_ADDRESS` to the domain and the caddy does its own ACME. The **bot runs on a separate host** with native Telegram access (no VPN), deployed by SSH alongside the main app (rolled together so the bot-link protocol versions never skew); the gateway **publishes** the bot-link port and the certificates come from `PROD_` secrets — a long-lived CA with leaves rotated by a scheduled job. The bot dials the gateway's public bot-link endpoint and holds no inbound port; login is unaffected if that host or the link is down. *(This prod wiring is the deferred final stage; the code and the unified test contour land first — see `PRERELEASE.md`.)* ## 14. CI & branches - **Two long-lived branches**: **`development`** is the integration trunk and **`master`** the production trunk; `feature/*` branches are cut from `development` and PR back into it (the genesis commit necessarily landed on `master`). A commit to a `feature/*` branch triggers nothing. - A single `.gitea/workflows/ci.yaml` (Gitea has no cross-workflow `needs`) runs the suite on a PR into `development`/`master` and on a push to `development`. Its `unit` (gofmt/vet/build/unit-test), `integration` (Postgres-backed `integration` tag, testcontainers `postgres:17-alpine`, Ryuk off, serial) and `ui` (check/unit/build/bundle-budget/e2e) jobs are **path-conditional** (a `changes` job filters by changed paths), and an always-running **`gate`** job aggregates them (passing when each succeeded or was **skipped**) and is the single branch-protection required check (`CI / gate`), so a path-skipped job never blocks a merge. - A gated **`deploy`** job auto-rolls the **test contour** on a PR into — or a push to — `development` (it generates the bot-link certs, then `docker compose up -d --build` on the runner host), then probes the gateway (`GET /`) **and the Telegram validator's and bot's liveness** (via `docker inspect`: running, not restarting, stable restart count, with a VPN-handshake grace period, since neither has public ingress and a crash-loop is otherwise invisible). A PR into `master` is test-only; the prod deploy is the manual workflow. Secrets/variables are prefixed `TEST_`/`PROD_` per contour. - The engine consumes `scrabble-solver` as a **published, versioned module** (`gitea.iliadenisov.ru/developer/scrabble-solver`, pinned in `backend/go.mod`); both Go workflows set `GOPRIVATE=gitea.iliadenisov.ru/*` so go fetches it directly from this Gitea (no public proxy/checksum DB, no sibling clone). The dictionaries ship as a **release artifact** from the `scrabble-dictionary` repo; the workflows download `scrabble-dawg-.tar.gz` and point the engine tests at it via `BACKEND_DICT_DIR`. - After any push, the run is watched to green before a stage is declared done (`python3 ~/.claude/bin/gitea-ci-watch.py`). ## 15. User feedback & account roles Players reach the operators through a **Feedback** screen (Settings → Info, registered accounts only). A message (≤1024 runes) plus an optional single attachment is stored in `feedback_messages`; the sender's IP (gateway-forwarded, as for chat) and the submitting **channel** (telegram/ios/android/web, client-reported and validated) are recorded. The domain is `internal/feedback` (store + service), modelled on the admin chat-moderation surface. **Anti-spam.** A player with an unreviewed message (`read_at IS NULL`) cannot submit another; the gate is server-side. Because the operator must act before the next message, this is itself the rate limit — there is no separate per-user feedback limiter. **Operator review** happens in the server-rendered console (`/_gm/feedback`): an unread / read / archived queue with per-user search (the `/users` glob masks), a detail card (user content rendered as auto-escaped `html/template` text), and the read / reply / archive / delete / delete-all actions — each marks the message read; merely opening the detail does not. The attachment is served from `/_gm/feedback/:id/attachment` with `X-Content-Type-Options: nosniff`: images inline (loaded only via ``, which never executes — a renamed non-image is inert), everything else as an `application/octet-stream` download. The UI gates the attachment by file extension (the allow-list is not shown to the user) and the backend mirrors that allow-list plus the ≤1,000,000-byte size cap as the trust boundary; file *content* is not inspected. The 1,000,000-byte cap keeps the whole `feedback.submit` request under the gateway's 1 MiB edge body cap (§12) without weakening it. **Reply delivery.** The operator's reply lives on the message row and is shown back on the feedback screen ("Ответ на ваше последнее сообщение") for the player's most recent replied message. It becomes "read by the player" the instant the screen fetches it (delivery = read) and is hidden one week after. A Settings → Info badge — folded into the lobby ⚙️ badge together with the friend-request count — signals an undelivered reply; it rides the existing `NotificationEvent` with a new `admin_reply` sub-kind (no new push schema) plus an authoritative poll on lobby load. **Account roles.** `account_roles` (account_id, role) is the project's first per-account role table — the reusable replacement for per-feature boolean flags. The first role, `feedback_banned`, blocks **only** feedback submission (unlike a suspension, the whole-account block of §12). It is granted from the feedback section (the delete-with-block checkbox) and granted/revoked from the `/users` console card. Roles are validated against a known set in Go, so adding one needs no migration.