bfa8797f8c
Engine: multi-player drop-out-and-continue with a per-game tile disposition (remove default / return), resigned seats skipped and excluded from the win, leaver rack never revealed; 2-player behaviour unchanged. New domains (service/store, no HTTP yet): internal/social (friend request/accept graph, per-user blocks, per-game chat with nudge as a message kind, content filter via mvdan.cc/xurls/v2 + leet/separator normaliser + phone heuristic) and internal/lobby (in-memory variant-keyed matchmaking pool, friend-game invitations invite->accept with lazy 7-day expiry). account gains profile editing and the email confirm-code flow (Mailer seam: SMTP or log mailer). Migration 00003_social.sql + regenerated jet. main wires the new services into the server (accessors for the Stage 6 handlers); robot substitution stays in Stage 5, REST/stream/push in Stage 6/8. Docs (PLAN, ARCHITECTURE, FUNCTIONAL+ru, TESTING, README) updated.
82 lines
4.6 KiB
Markdown
82 lines
4.6 KiB
Markdown
# Scrabble Game — Functional spec
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Per-domain user stories: what each user-visible operation does. This is the
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starting point for any change request that touches behaviour. The English
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version is authoritative; [`FUNCTIONAL_ru.md`](FUNCTIONAL_ru.md) is a mirror for
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the project owner — mirror every point edit in the same patch (translate only
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the changed paragraphs). Sections deepen as stages land; *(Stage N)* marks where
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the detail is authored.
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## Domains
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### Identity & sessions *(Stage 1 / 6)*
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A player arrives from a platform (Telegram first), via email login, or as an
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ephemeral guest. The gateway validates the credential once and mints a thin
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session token; the backend resolves it to an internal `user_id`. Guests are
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session-only with restricted features (auto-match only; no friends, stats or
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history).
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### Accounts, linking & merge *(Stage 1 / 10)*
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First platform contact auto-provisions a durable account. From the profile a
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player links additional platform identities or an email via a confirm flow;
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linking an identity that already has history merges it into the current
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account (stats summed, games/friends transferred).
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### Lobby & matchmaking *(Stage 4)*
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Bottom tab menu: **my games**, **profile**. Auto-match (always 2 players) joins a
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per-variant pool and is paired with the next waiting human; after 10 s with no
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human the robot substitutes (the robot arrives in Stage 5). Friend games (2–4) are
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formed by inviting players from the friend list or by internal ID (deep-link
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invites arrive with the platform integration): the inviter chooses the settings
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and the game starts once every invitee has accepted — any decline cancels it, and
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an unanswered invitation expires after seven days.
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### Playing a game *(Stage 3)*
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Place tiles, pass, exchange, or resign. A play is validated against the game's
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dictionary at submit time and scored; an unlimited preview reports what a
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tentative move would score and whether it is legal. The dictionary check tool is
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unlimited and offers a complaint on any result. Hints are governed per game —
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whether they are allowed and how many each player starts with — and draw on a
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personal hint wallet once the per-game allowance is spent. The game ends when the
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bag empties and a player clears their rack, after 6 consecutive scoreless turns,
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by resignation, or by the per-game move timeout (5 minutes to 24 hours, default
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24 hours): a missed turn auto-resigns, except while the player is inside their
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daily away window. In a two-player game a resignation or timeout gives the win to
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the other player and the leaver keeps their score. In a game with three or four
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players the leaver's seat is dropped and the others play on, the game ending when a
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single active player remains; the disposition of the leaver's tiles (returned to
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the bag or removed from play) is chosen when the game is created, and the leaver's
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rack is never shown to the others.
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### Robot opponent *(Stage 5)*
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Indistinguishable-from-human substitute in auto-match. Decides once whether to
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play to win (~40%), targets a small score margin, plays with human-like timing
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and a night sleep window, and nudges/answers nudges like a person.
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### Social: friends, block, chat, nudge *(Stage 4)*
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Send a friend request and have it accepted (decline or cancel withdraws it,
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unfriending removes the friendship). Block globally — switch off incoming chat
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and/or friend requests — and block individual players (a per-user block hides that
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person's chat and stops requests and game invitations both ways; it also ends any
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existing friendship). Per-game chat is for quick reactions: messages are short
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(up to 60 characters) and may not contain links, email addresses or phone numbers,
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even disguised. Nudge the player whose turn is awaited at most once per hour (the
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nudge is part of the game chat); the out-of-app push is delivered via the platform.
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### Profile & settings *(Stage 4)*
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Edit language (en/ru), display name, timezone, the daily away window and the block
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toggles, and bind an email by confirm-code: the backend emails a short code that,
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once entered, attaches the email to the account (an email already confirmed by
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another account cannot be taken — that is a merge, a later stage). Linked platform
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accounts and merge arrive in Stage 10.
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### History & statistics *(Stage 3)*
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Finished games are archived in a dictionary-independent form and exportable to
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GCG. Statistics (durable accounts only): wins, losses, draws, max points in a
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game, and max points for a single move (the best play, which already includes
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every word it formed plus the all-tiles bonus).
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### Administration *(Stage 9)*
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Admin (Basic Auth at the gateway) reviews word complaints, manages dictionary
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versions, and inspects users/games.
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