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internal/game drives the engine over a single match and owns everything the
engine does not: event-sourced persistence (a games row + an append-only decoded
move journal, with the live engine.Game kept warm in a cache and rebuilt by
replay on a miss), the play/pass/exchange/resign transitions with
validate-at-submit scoring, an unlimited score/legality preview, the hint
(per-game allowance + profile wallet), the word-check tool with complaint
capture, per-player game state, history and GCG export (Poslfit dialect), and a
background turn-timeout sweeper that auto-resigns overdue turns honouring each
player's daily away window. Like Stages 1-2 it is a service/store layer with no
HTTP; the gateway surface lands in Stage 6.
Engine: additive decoded domain API (Direction, SubmitPlay/SubmitExchange/
EvaluatePlay/HintView/Hand, MoveRecord.{Dir,MainRow,MainCol}, Registry.Lookup,
ParseVariant) so internal/game never imports scrabble-solver; and a Resign fix
so the resigner keeps their score yet never wins (the other player wins a
two-player game). Timeout reuses Resign.
Persistence: migration 00002 adds games, game_players, game_moves, complaints,
account_stats and extends accounts with away_start/away_end/hint_balance; go-jet
regenerated. account gained SpendHint. Config adds BACKEND_DICT_DIR (required),
BACKEND_DICT_VERSION, BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL, BACKEND_GAME_CACHE_TTL;
main loads the registry at boot (hard dependency) and starts the sweeper.
Tests: engine resign + decoded-API tests; game unit tests (GCG, away-window
boundaries, hint budget, cache, keyed mutex, payload); inttest integration
(lifecycle, replay equivalence, timeout sweep with away grace, resign stats,
hint policy, word-check/complaint, per-game-lock). Docs (PLAN, ARCHITECTURE,
FUNCTIONAL +_ru, TESTING, README) updated.
66 lines
3.3 KiB
Markdown
66 lines
3.3 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
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a `(variant, language)` pool; after 10 s with no human, the robot substitutes.
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Friend games (2–4) are formed by friend list, internal ID, or deep-link.
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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. A resignation or timeout gives the win to the other player and
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the leaver keeps their score (two-player games; multi-player drop-out-and-continue
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arrives with the lobby in Stage 4).
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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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Add friends; block chat and/or friend requests independently; per-game chat;
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nudge the awaited opponent at most once per hour (platform-native push).
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### Profile & settings *(Stage 4)*
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Language (en/ru), display name, linked accounts, email binding, timezone, block
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toggles.
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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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