# 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 **playable slice** (Stage 7) 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; the social/account/history surfaces follow in Stage 8. 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 **announcement banner** under the nav (a client-side mock rotation today — a server-driven channel later, §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 (the "connector", module `scrabble/platform/telegram`). It is the only component holding the bot token: it runs the Bot API long-poll loop (Mini App launch + `/start` deep-links) and serves a gRPC API (`pkg/proto/telegram/v1`) that `gateway` (Mini App initData validation and out-of-app push) and `backend` (operator broadcasts) call over the trusted internal network. Its generic delivery methods are **platform-agnostic** (keyed by the identity `external_id`), so a future VK/MAX connector reuses them; only initData validation is Telegram-specific. It runs in its own container, egressing to Telegram through a VPN sidecar. ```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, out-of-app push) --> Telegram[Telegram connector] Backend -. operator broadcasts (gRPC) .-> Telegram Telegram -- Bot API (via VPN sidecar) --> 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. - **Alphabet on the wire (Stage 13)**: 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 connector'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 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. Platform and email users are auto-provisioned **durable** accounts with an identity. (Reaping abandoned guest rows is deferred — PLAN.md TODO-3.) ## 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 (Stage 5) backs each pooled robot opponent (§7). The **email confirm-code flow** (Stage 4) 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** (Stage 11) 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 connector, 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 (max points kept), 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; an isolated, well-tested stage. ## 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.** A game records the `dict_version` it started on and finishes on that version; new games use the latest. Multiple versions may be resident at once. The boot version loads from the flat `BACKEND_DICT_DIR`; the admin console **hot-reloads** a new version from a per-version subdirectory `BACKEND_DICT_DIR//` through `Registry.LoadAvailable` (only the variants whose DAWG is present there), and a restart re-loads every resident version via `engine.OpenWithVersions` (the flat boot version plus each subdirectory). In-flight games keep their pinned version; new games use the latest. (A future split of the solver into engine + dictionary generator with versioned artifacts is recorded in [`../PLAN.md`](../PLAN.md) TODO-2.) - 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. The engine exposes a decoded, solver-free API (`SubmitPlay`/`SubmitExchange`/`EvaluatePlay`/ `HintView`/`Hand`) so `internal/game` drives it without importing the solver. - 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. - **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. - **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". - **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 hot-reloaded (§5, §12). ## 7. Robot opponent Substitutes for a human in 2-player auto-match when the pool yields no human within 10 seconds (§8). It lives in `internal/robot` and plays as an ordinary seated account through the game service, so only `internal/engine` imports the solver. It is designed to be indistinguishable from a person. 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), provisioned at startup with chat and friend requests blocked — backs the human-like name pool; those two profile toggles are all the friend/DM blocking requires (there is no DM surface; chat is per-game). - **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. - **Timing**: per-move delay sampled from a right-skewed distribution (short delays frequent, median ≈ 10 min), clamped to **[2, 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 within **2–10 minutes**; it proactively nudges the human after **12 hours** idle (subject to the once-per-hour chat limit). - **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. ## 8. Lobby & social - **Matchmaking**: an **in-memory** FIFO pool keyed by `variant` (the variant fixes the board language), pairing the next two humans into a two-player auto-match with the seat order randomised for first-move fairness. The pool is lost on restart (players re-queue) and is anonymous, so it does not consult blocks. After **10 s** with no human a background reaper substitutes a pooled robot (§7) and starts the game. On a pairing or substitution the matchmaker emits a **match-found** notification (§10), delivered over the live stream; `Poll` remains as a fallback for a client that is not currently streaming. - **Friends** (Stage 8): 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. 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; blocking someone severs an existing friendship. (Discovery by friend list or platform deep-link arrives with Stage 9 / TODO-5.) - **Block**: two independent **global** account toggles (`block_chat`, `block_friend_requests`) **plus** a **per-user block list**. A per-user block is applied mutually: it hides the pair's chat from each other and refuses friend requests and game invitations between them. - **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. Each message stores the sender's IP (forwarded by the gateway in Stage 6) for moderation. A sender who has disabled chat cannot post, and messages from a blocked sender are hidden from the viewer. - **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 is wired with the gateway / platform side-service (Stage 6 / 8). - **Profile**: `preferred_language` (en/ru, edited in Settings), display name, email (confirm-code binding, see §4), **timezone**, the daily **away window** and the block toggles — all editable through `account.UpdateProfile`, which validates them (Stage 8): 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 Stage 11. ## 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; Stage 3 added the away-window columns `away_start`/`away_end` and the hint wallet `hint_balance`; Stage 6's migration `00005` added the `is_guest` flag for ephemeral guest rows; Stage 9's migration `00007` added the `notifications_in_app_only` out-of-app push toggle; Stage 11's migration `00009` added the `paid_account` service flag and the merge-tombstone columns `merged_into`/`merged_at`), `identities` (platform/email/robot identities, unique `(kind, external_id)`; Stage 5's migration `00004` admits the `robot` kind), `sessions` (revoke-only opaque-token hashes), the Stage 3 game tables `games` (Stage 4 added the `dropout_tiles` disposition column), `game_players`, `game_moves` (the move journal), `complaints` and `account_stats`, and the Stage 4 social/lobby tables `friendships` (the request/accept graph), `blocks` (per-user blocks), `chat_messages` (per-game chat and nudges), `email_confirmations` (pending confirm-codes) and `game_invitations` / `game_invitation_invitees` (friend-game invitations). Stage 8's migration `00006` widened the `friendships` status to admit `declined` and added `friend_codes` (one-time add-a-friend codes). The matchmaking pool is **in-memory** and persists nothing. - **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, 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). A tie increments draws only; a resignation or timeout is a loss for the acting player. ### 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) 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. **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, Stage 8), 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 Stage 13 alphabet-on-the-wire change 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** (delivered from Stage 6) and **platform-native push** (out-of-app, via the platform side-service — Stage 9). 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), **chat-message** and **nudge** (from the social service), **match-found** (from the matchmaker, §8), and **notify** (Stage 8 — a lightweight "re-poll" signal carrying a sub-kind: friend-request, friend-added, invitation or game-started; emitted on a friend-request and invitation create and on an invitation's game start). Event payloads are FlatBuffers-encoded by the backend and forwarded verbatim. A client that is not currently streaming falls back to the matchmaker's `Poll` for match-found and, for the lobby **notification badge** (incoming friend requests + open invitations), the client polls on lobby open and on focus as well as re-polling on the `notify` event — covering a push missed while the app was hidden. **Out-of-app platform push** (Stage 9) 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`, language, and the `notifications_in_app_only` flag) and asks the **Telegram connector** to deliver a localized message with a Mini App deep-link button — only when the recipient has a Telegram identity and has not confined notifications to the app, so the two channels never duplicate. The out-of-app set is your-turn, nudge, match-found and the invitation / friend-request notify sub-kinds; the connector renders the message and skips the rest. Session-revocation events and cursor-based stream resume stay deferred (single-instance MVP). A separate **announcements channel** feeds the client's one-line banner (UI_DESIGN.md). It is a client-side **mock** rotation today; a server-driven source (operational notices, promotions) is future work and would deliver short markdown messages (text + links). ## 11. Observability - Structured logging with `go.uber.org/zap` (JSON). OpenTelemetry tracer and meter providers are wired in **all three services** (backend, gateway, the Telegram connector) 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↔connector calls. The OTLP collector and Grafana dashboards are stood up with the deploy (Stage 14). - 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 (Stage 12), recorded through the meter and invisible until an exporter is configured: histograms `game_replay_duration` (journal rebuild on a cache miss) and `game_move_validate_duration`; counters `games_started_total`, `games_abandoned_total` (a turn-timeout seat drop), `chat_messages_total` (`kind` = message/nudge) and `robot_games_finished_total`; an observable gauge `game_cache_active`; 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 (english/russian_scrabble/erudit). - 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 | | Telegram initData validation (bot-token HMAC) | the Telegram connector; the gateway delegates it over gRPC, so the bot token lives only in the connector | | 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) | | Admin authentication | gateway validates HTTP Basic Auth (`GATEWAY_ADMIN_*`) on the public `/_gm/*` path and reverse-proxies it **verbatim** to the backend's server-rendered admin console; the backend trusts the gateway (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 ↔ connector trust | the network (only gateway may reach backend; the connector serves unauthenticated gRPC on the internal segment) | 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. **Short numeric codes** (email confirm-codes and Stage 8 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 (120 / 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: a mini-landing at the root, the **Telegram Mini App under `/telegram/`** (the gateway serves the static UI build, wired in Stage 14; outside Telegram that path redirects to the root), the gateway public surface and the **admin console at `/_gm`** (backend-rendered, Basic-Auth at the gateway) share one host that terminates TLS. The **Telegram connector** runs as a separate container with **no public ingress** — it long-polls Telegram and egresses through a VPN sidecar, answering only internal gRPC. MVP runs one `gateway`, one `backend`, one Postgres, plus the connector. The connector's Docker/compose ships now (`platform/telegram/deploy`, mirroring `../15-puzzle`); the gateway's static UI serving and the full multi-service deploy land in Stage 14. ## 14. CI & branches - Trunk is **`master`**; feature work happens on `feature/*` branches merged via PR with a green CI gate (from Stage 1 onward — the genesis commit necessarily lands on `master`). - `.gitea/workflows/` holds the CI. `go-unit.yaml` runs gofmt/vet/build/unit-test on Go changes; `integration.yaml` runs the Postgres-backed tests behind the `integration` build tag (testcontainers `postgres:17-alpine`, Ryuk disabled, serial). Further workflows (ui-test, deploy) are added with the components they cover. - Since Stage 2 both Go workflows clone the public `scrabble-solver` sibling (master HEAD, no credentials) into `../scrabble-solver` before building, so the `go.work` `replace` resolves; the engine tests read the committed DAWGs from that checkout 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`).