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scrabble-game/docs/FUNCTIONAL.md
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Stage 3: game domain (lifecycle, journal+cache, hint, word-check, GCG, stats)
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.
2026-06-02 17:33:49 +02:00

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Scrabble Game — Functional spec

Per-domain user stories: what each user-visible operation does. This is the starting point for any change request that touches behaviour. The English version is authoritative; FUNCTIONAL_ru.md is a mirror for the project owner — mirror every point edit in the same patch (translate only the changed paragraphs). Sections deepen as stages land; (Stage N) marks where the detail is authored.

Domains

Identity & sessions (Stage 1 / 6)

A player arrives from a platform (Telegram first), via email login, or as an ephemeral guest. The gateway validates the credential once and mints a thin session token; the backend resolves it to an internal user_id. Guests are session-only with restricted features (auto-match only; no friends, stats or history).

Accounts, linking & merge (Stage 1 / 10)

First platform contact auto-provisions a durable account. From the profile a player links additional platform identities or an email via a confirm flow; linking an identity that already has history merges it into the current account (stats summed, games/friends transferred).

Lobby & matchmaking (Stage 4)

Bottom tab menu: my games, profile. Auto-match (always 2 players) joins a (variant, language) pool; after 10 s with no human, the robot substitutes. Friend games (24) are formed by friend list, internal ID, or deep-link.

Playing a game (Stage 3)

Place tiles, pass, exchange, or resign. A play is validated against the game's dictionary at submit time and scored; an unlimited preview reports what a tentative move would score and whether it is legal. The dictionary check tool is unlimited and offers a complaint on any result. Hints are governed per game — whether they are allowed and how many each player starts with — and draw on a personal hint wallet once the per-game allowance is spent. The game ends when the bag empties and a player clears their rack, after 6 consecutive scoreless turns, by resignation, or by the per-game move timeout (5 minutes to 24 hours, default 24 hours): a missed turn auto-resigns, except while the player is inside their daily away window. A resignation or timeout gives the win to the other player and the leaver keeps their score (two-player games; multi-player drop-out-and-continue arrives with the lobby in Stage 4).

Robot opponent (Stage 5)

Indistinguishable-from-human substitute in auto-match. Decides once whether to play to win (~40%), targets a small score margin, plays with human-like timing and a night sleep window, and nudges/answers nudges like a person.

Social: friends, block, chat, nudge (Stage 4)

Add friends; block chat and/or friend requests independently; per-game chat; nudge the awaited opponent at most once per hour (platform-native push).

Profile & settings (Stage 4)

Language (en/ru), display name, linked accounts, email binding, timezone, block toggles.

History & statistics (Stage 3)

Finished games are archived in a dictionary-independent form and exportable to GCG. Statistics (durable accounts only): wins, losses, draws, max points in a game, and max points for a single move (the best play, which already includes every word it formed plus the all-tiles bonus).

Administration (Stage 9)

Admin (Basic Auth at the gateway) reviews word complaints, manages dictionary versions, and inspects users/games.