8793bd34f2
The statistics screen gains real depth, plus a hint-count bug fix found along the way. - Best move per variant: the screen shows the actual best-move word (drawn as game tiles; a wildcard shows its letter but no value), broken down by game variant, empty variants omitted. New account_best_move table, written at game finish. - Moves & hint share: two new lifetime tiles — the player's play count and the share of plays that used a hint — from summed account_stats counters (moves, hints_used). Honest-AI games are excluded, like the rest of the stats. - Hint-count fix: the in-game hint badge no longer goes stale across games. The global wallet now rides the wire apart from the per-game allowance (wallet_balance on StateView/HintResult/StatsView), so the client reads the live wallet rather than a per-game snapshot; game_players.hints_used now counts every hint (allowance + wallet), its true per-game total. - Account merge: sums the new moves/hints_used counters and merges the per-variant best moves (higher score kept), which it previously dropped. - Admin: the user card shows Moves and Hints used. - UI polish: tab/label wording, game-over text, and e2e selectors hardened against label changes. All wire additions are trailing (backward-compatible). Docs (ARCHITECTURE, FUNCTIONAL +ru, UISN_DESIGN) updated in step.
318 lines
24 KiB
Markdown
318 lines
24 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).
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## Domains
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### Client app
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The web/app client (Svelte + Vite) realizes these stories. It
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covers signing in (guest or email), the "my games" lobby, starting an
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auto-match, playing the board (place tiles by drag or tap, pass, exchange, resign),
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the top-1 hint, the unlimited word-check with complaint, per-game chat and nudge,
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real-time in-app updates, switching interface language (en/ru) and theme, and a
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read-only profile. It also handles managing friends (including one-time friend
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codes) and blocks, friend-game invitations, editing the profile and binding an
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email, the statistics screen, and the in-game history viewer with GCG export.
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Settings also pick the board's bonus-label style (beginner / classic / none). A hint **lays the suggested tiles on the board** for the player to confirm and
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costs nothing when the rack has no legal move. The word-check accepts only the
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variant's alphabet, remembers answers within the session and rate-limits repeats.
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A public **landing page** at the site root introduces the game, switches language and
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theme, and links to the matching per-language Telegram channel; the game itself runs at
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`/app/` (web) and `/telegram/` (the Telegram Mini App). The landing's theme is ephemeral
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(it follows the system scheme, not the saved preference); its language choice is saved.
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### Identity & sessions
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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`. A **Telegram Mini
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App** launch authenticates from the platform's signed `initData`, themes the UI to
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the Telegram colours, and — on first contact — seeds the new account's interface
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language from the Telegram client. The sign-in service also declares the **game
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languages** it offers (a set of en/ru, at least one), which gate the New Game variant
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choice in the lobby. Telegram runs a separate bot per language (an English bot and a
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Russian bot, the same player spanning both); the bot a player signed in through sets their
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offered languages, and their non-game notifications come from it. A **game's** notifications
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(your turn, game over, a nudge), though, always come from **that game's** bot — by the game's
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language, not whichever bot the player signed in through last. Guests are session-only with restricted features
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(auto-match only; no friends, stats or history); an abandoned guest that never
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joined a game and has been idle past the retention window is garbage-collected. While the app is open the client
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keeps a live stream and receives in-app updates in real time — the opponent's move,
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your turn, chat, nudges and an opponent joining a game you are waiting in. Each update lands as the
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event itself, applied in place with no reload, so the board refreshes seamlessly and an invited game
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opens instantly. When the app is **closed**, the chosen
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out-of-app events (your turn, game over, nudge, a found match, an invitation or friend
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request) arrive as a **Telegram notification** instead — unless the player keeps
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notifications in the app only (a profile setting, **on by default**). The "your turn"
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notification names the opponent and recaps their last move — the word and the running score
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for a scoring play, or that they swapped or passed — and a finished game sends a "game over"
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notification with your result and the final score (scores read with yours first). If the
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connection drops or the server is rate-limiting, the app does not nag with errors: the header
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shows a quiet **"Connecting…"** spinner while it reconnects, actions that send to the server
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pause until it is back (a server-data screen still opens, with the spinner, and fills in on
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reconnect), and pending reads resume on their own — the interface stays usable instead of
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flashing a red banner each time.
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### Accounts, linking & merge
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First platform contact auto-provisions a durable account. From the profile a player
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links an email (via a confirm code) or their Telegram (via the web sign-in); a guest
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who links their first identity becomes a durable account. The "already taken" status
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of an identity is never revealed before the code/sign-in is verified. If the linked
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identity already belongs to another account, the player is shown an explicit,
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**irreversible** confirmation and the two accounts are merged into the one they are
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using (statistics summed, games and friends transferred, duplicates removed) — except
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when a guest links an identity that already has a durable account, where the durable
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account is kept and the guest's games move into it. A merge is blocked only while the
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two accounts share a game still in progress.
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### Lobby & matchmaking
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The lobby lists **my games** and offers a bottom tab bar — new game, statistics, and a
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**⚙️ settings** tab opening the settings hub (settings, profile, friends, about). The
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**my games** list groups games into three
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sections — *your turn*, *opponent's turn* and *finished* (empty sections are hidden) — and
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orders them so the games awaiting your move come first, the longest-waiting on top, while
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opponent-turn and finished games are most-recent first; it renders as a compact,
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line-separated list. While the lobby is open and a listed game **becomes your turn or
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finishes**, its status icon **blinks twice** to draw the eye (an opponent's-turn change is
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silent, applied in place). You can **remove a finished game from your own list**:
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swipe a finished row left (or, on desktop, tap its **⋮**) to reveal a **❌**, then tap it.
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The removal is per-account and permanent — the game disappears only from your list and stays
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in the other players' lists, and there is no undo. A finished **AI game (🤖) you left** — by
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resigning or by letting it lapse to the 7-day timeout — drops from your *finished* list
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automatically, with no swipe needed; a normally finished AI game stays until you remove it, and
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no other game type is auto-removed. The game types offered on **New Game** are
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limited to the languages the player's sign-in service supports (English → Scrabble;
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Russian → Scrabble + Erudite; a bilingual service shows all three, and the web client is
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unrestricted). Variants are shown by their **display name** — both Scrabble variants read
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"Scrabble"/"Скрэббл" and Erudit reads "Erudite"/"Эрудит" (by the interface language), and
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the same name titles the in-game screen. This gates only **starting** a new game — both auto-match and a friend
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invitation — so a player still sees and plays existing games of any language.
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**Quick game** lets you choose your opponent — an **AI** (the default) or a **random player**.
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With **AI** you start at once against a 🤖 that joins and replies immediately: there is no waiting,
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chat and nudge are off, add-friend is never shown, and the word-check tool still works; instead of a
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per-move clock you lose only after **7 days without a move** (so you can abandon an AI game freely,
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and the AI itself never runs out of time). Choosing a **random player** is auto-match
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(always 2 players), which drops you **straight into the game and you wait inside it**: if it is your turn you
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can already move, otherwise you watch your tiles. While no opponent has joined, the opponent card (and
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the game's row in the lobby) reads **"searching for opponent"**, and resign, chat and nudge are
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unavailable. Another player searching the same variant and rule joins your game; failing that, a robot
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takes the empty seat after **1.5–3 minutes**, so a game always starts — and the New Game screen notes
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you can close the app while you wait and come back later. For Russian games (auto-match or friend
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invitation), New Game also offers **"Multiple words per turn"** (default **off**): off plays
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the simplified **single-word rule** — only the word laid along the player's line must be a
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real word (and it must still cross or extend letters already on the board along that line),
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and any incidental perpendicular words are ignored and not scored — while on is
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standard Scrabble. English games are always standard and show no such toggle. In auto-match
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the choice joins the pairing key, so a player only meets opponents who picked the same rule. Friend games (2–4) are
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formed by inviting players from the friend list (an invitation, like a friend code,
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is shareable as a Telegram deep link that opens it directly): the inviter chooses the
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settings and the game starts once every invitee has accepted — any decline cancels it, and an unanswered invitation
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expires after seven days.
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**Simultaneous-game cap.** A player may hold at most **10 active quick games** at once —
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counting both in-progress and still-searching auto-match/AI games, but **not** friend games
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created by invitation. At the cap the **New Game** button is disabled (greyed) and a plain,
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low-emphasis line under the lists reads *"You've reached the simultaneous games limit."*; both
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clear automatically once an active game finishes and the count drops below ten. The cap blocks
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**starting** any game (a quick game or a friend invitation, which share the New Game entry), but
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**accepting an incoming invitation is never blocked** — so friend games are capped from the other
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end (you cannot initiate one while at the cap) while you can always join a game you are invited to.
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### Playing a game
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Place tiles, pass, exchange, or resign. Pass and exchange share one control —
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choosing no tiles passes the turn, choosing tiles exchanges them. Tiles are laid
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without choosing a direction — the game infers the play's orientation, so a single
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tile that extends
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an existing word (down a column or across a row) is accepted. A play is validated
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against the game's dictionary at submit time and scored; an unlimited preview
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reports the word(s) a tentative move would form and its score, or that it is not
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legal, and the move is offered for submission only once it is confirmed legal. The dictionary check tool is
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unlimited and offers a complaint on any result; for a word it finds, it also links out to an
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external reference dictionary (gramota.ru for Russian games, scrabblewordfinder.org for
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English) to look it up. 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. A player's **board composition is kept per game**:
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the rack arrangement and the tiles laid but not yet submitted are saved as they compose
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and restored on return (including on another device); a player may **arrange tiles during
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the opponent's turn**, but that draft is position-only — the score preview and submission
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stay available only on the player's own turn.
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### Robot opponent
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When auto-match finds no human within the wait window (1.5–3 minutes), a robot opponent
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takes the empty seat of the game you are already waiting in. It is meant to feel like a person: it
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decides once per game whether to play to win (about 40% of the time, so the human
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wins most games), aims for a close score rather than crushing or throwing the game,
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now and then plays a single move against that plan — a surprise lead or a slack move —
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yet holds to the plan once the bag empties, and plays at a human pace — short thinking
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times for most moves, the occasional long one, and a night-time pause that tracks the
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player's own day. It answers a nudge
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within a few minutes and nudges back when the player has been away a long time. It
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carries a human-like, language-appropriate name — a fresh one each game, drawn from a wide
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international pool of real names and handles, so the arena feels populated by many different
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players (a Russian game shows mostly Russian names, never East-Asian scripts; an international
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game the full mix); it does not chat, and **silently ignores friend requests** — a request to a
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robot stays pending and expires, exactly like a human who never responds.
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The same robot also backs the **honest-AI quick game** the player chooses directly (above). There
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it makes no pretence: it is shown as **🤖** everywhere, joins and moves at once (no thinking time
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or night pause), keeps the same strength (it still plays to win only about 40% of the time, with
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the same occasional move against its plan that fades out by the endgame), and chat, nudge and
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add-friend are off. AI games are **practice** — they never count toward a player's
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statistics.
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### Social: friends, block, chat, nudge
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Become friends in two ways: redeem a **one-time code** the other player issues (six
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digits, valid for twelve hours), or send a **request to someone you have played
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with** — they accept, ignore it (a request lapses after thirty days and can then be
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re-sent), or decline (a decline blocks further requests from you until they hand you
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a code). Cancelling your own pending request withdraws it; unfriending removes the
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friendship. In a game, each opponent's score card carries an **add-to-friends 🤝** control (while the
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move history is open) that mirrors the live relationship: it confirms with a tap on a fading
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✅ (the card reads *Add friend?* while confirming), goes **disabled** while a request is
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pending or was declined, and **disappears** once you are friends — updating in place the
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moment the opponent answers, and staying correct across reloads. 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. You may send **one message per turn, on your own turn**; once it is sent
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the field gives way to a short caption until your next turn. Nudge the player whose turn
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is awaited at most once per hour (the
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nudge is part of the game chat); both the in-app toast and the out-of-app push (delivered
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via the platform) **name the nudger** ("<opponent>: waiting for your move").
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Chat and the word-check tool share one **comms screen** with **💬 chat** / **🔎 dictionary**
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tabs, reached from the 💬 in the move-history header (with a back to the game). An unread chat
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entry — a message **or a nudge** from an opponent — raises a small **red dot** next to the game
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in the **lobby** and on the game's **score bar**. Opening the **move history** counts as reading
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the chat, even without entering it: the dot clears and the 💬 icon **fade-blinks twice**. A nudge
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also clears the moment its recipient **takes their move**.
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### Profile & settings
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Edit the display name (letters joined by a single space / "." / "_" separator, with an
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optional trailing "." or a trailing run of up to five digits, up to 32 characters and at most
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5 special characters — the "." / "_" punctuation, spaces and digits aside), the timezone
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(chosen as a UTC offset), the
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daily away window (on a 10-minute grid, at most 12 hours, wrapping midnight) and the
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block toggles. The profile form is edited inline (no separate edit mode). Linking
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an email or Telegram and merging accounts are covered under "Accounts, linking &
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merge".
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### Feedback
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A registered player reaches the operators from Settings → Info: a **Feedback** screen with a
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message (up to 1024 characters) and an optional single attachment (one file, up to ~1 MB — images,
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PDF, text/log, office documents, RTF or archives; an unsupported file is refused on the form
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without naming the allowed types). After sending, the form clears and confirms "Ваше сообщение
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отправлено", and sending is blocked until the operator has dealt with that message — on re-entry
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the screen reads "Ожидаем рассмотрения вашего последнего обращения". The operator's reply appears
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below the form as "Ответ на ваше последнее сообщение" (any link in it opens in a new tab); it is
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marked read once the screen shows it and disappears a week later. A badge on the Settings tab (and on Info inside it) flags an
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unanswered reply. Guests cannot send feedback (the entry is hidden). A player the operator has
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barred from feedback (a role, not a full account block) sees the send control disabled.
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### History & statistics
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Finished games are archived in a dictionary-independent form and exportable to
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GCG; the export is offered **only once a game is finished**, and never for an
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honest-AI practice game (a live game's export would leak the move journal; an AI
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game is throwaway). The client shares the `.gcg` file where the platform supports
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it, otherwise downloads it. Statistics (durable accounts only):
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wins, losses, draws, max points in a game, and max points for a single move (the
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best play, which already includes every word it formed plus the all-tiles bonus). It
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also shows the player's **move count** (their plays — passes and exchanges do not
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count) and their **hint share** (the percentage of those plays where a hint was taken).
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The best move is also broken down **per game variant**, showing the **word itself**
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drawn as game tiles (a wildcard shows its letter but no value) — one row per variant
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the player has played, omitting variants with no plays.
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A game that can no longer be continued — because a rule changed and an earlier
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move would now be illegal — is closed as a **draw** the moment someone opens it,
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never left stuck on an error: the move history shows an impersonal organizer note
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at its end (the game could not be continued), and the same note rides the GCG export.
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### Administration
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Operators reach a server-rendered admin console at `${DOMAIN}/_gm` — the backend
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renders it; the gateway gates it with HTTP Basic Auth on its public listener and
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proxies it verbatim. The console lists and inspects **users** (profile, statistics,
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identities, their games) and **games** (summary + seats), works the **word-complaint
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review queue** — resolving each as reject / accept-add / accept-remove — and exposes
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the **dictionary**: the active version new games pin, the resident versions per
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variant, an online **dictionary update** (upload the `scrabble-dawg-vX.Y.Z.tar.gz`
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release archive, preview the words added and removed per variant against the active
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dictionary, then install — which writes the version, loads it and makes it active;
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versions are immutable and games in progress keep their own), and the **pending
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wordlist changes** derived from accepted complaints (which feed the offline rebuild
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and are marked applied after an update). When a Telegram connector is configured an operator can also
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**message a user** (by their Telegram identity) or **post to the game channel**.
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State-changing actions are protected by a same-origin check; the console tracks no
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operator identity.
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The console also surfaces **rate-limit abuse**: a **Throttled** page lists the
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recently throttled users/IPs the gateway reported (an in-memory window — it resets on
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a backend restart) and the accounts currently carrying the soft **high-rate flag**. An
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account sustaining rejections past a tunable threshold is flagged automatically —
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the marker is reversible, shown as a badge in the user list and on the user card, and
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**never blocks play**; the operator reviews and clears it from the user card. There is
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no automatic ban.
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The console also lets an operator **manually block** an account — the hard counterpart to the
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soft high-rate flag. From the user card the operator blocks the account **permanently** or
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**until a date** (presets: 1 day / 3 days / 1 week / 1 month, or a custom date in UTC), optionally
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citing a **reason** chosen from an editable **en+ru picklist** managed on a **Reasons** page; the
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blocked player sees the reason in their own language. Blocking instantly **forfeits** the player's
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active games (each opponent wins, as if the player resigned) and removes them from matchmaking. A
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blocked player — on opening the app or on any action — is shown a terminal screen: *"Your account
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is blocked"* (permanent) or *"…blocked until <date, time>"* (temporary, in their timezone),
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plus the reason when one was given, and the app stops all background traffic with the server. A
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temporary block lifts itself when it expires; the operator can also **unblock** from the user card
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at any time (games already lost stay lost).
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From the user card the operator can also **top up a player's hint wallet**: an additive grant
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(1–100 hints per action) that raises the balance shown on the card. Grants are **raise-only** —
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the console can never lower a wallet (a player only loses hints by spending them in a game), so an
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over-grant cannot be reversed there.
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The console works a **feedback** queue too (`/_gm/feedback`): the messages players sent, filtered
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**unread / read / archived** with per-user search, each shown with its sender, source, channel
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(with the connector bot language — en/ru — for a Telegram message), the sender's interface
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language, IP and any attachment. The operator can mark a message read, **reply** to the player (delivered
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in-app), archive it, delete it, or delete every message from that player — and, alongside a delete,
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**bar the player from feedback** (a `feedback_banned` role, distinct from a full account block: it
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stops only feedback submission). Roles are listed and granted/revoked on the user card. Opening a
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message does not mark it read — only the explicit actions do; message bodies and attachments are
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shown defensively (text escaped, attachments downloaded rather than rendered).
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### Advertising banner
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A one-line banner under the nav shows short promotional or operational messages to **free
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players**: anyone who has **not** paid for a lifetime account, holds **no purchased hints**, and
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does not carry the **`no_banner`** role (which suppresses it unconditionally). Buying a paid account
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or any hints — or being granted `no_banner` — removes it; guests, the freest users, see it. When an
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operator changes one of those properties, the banner appears or disappears **in place**, without a
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reload.
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Messages come from operator-run **campaigns**, each a placement order with a **show weight** (a
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percent) and an optional start/end **window**. Campaigns running at the same time **compete** for the
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banner in proportion to their weights; a permanent **house (default)** campaign fills whatever share
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paid campaigns leave unsold and steps aside entirely when they sell the full 100%. Each message is
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written in **both languages** (English + Russian); a player sees the variant for the **bot they play
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through**, regardless of their interface language. The client rotates the eligible campaigns
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**fairly** — every campaign gets its weighted share each cycle, evenly spread rather than at random —
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and a campaign with several messages shows them in turn.
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Operators manage all of this in the admin console at **`/_gm/banners`**: create, edit, enable/disable
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and schedule campaigns, write each campaign's bilingual messages (reorder or remove them), and set
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the global display **timings** (how long a message holds, the scroll of an over-long message, and the
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fade-out → gap → fade-in transition between messages). The default campaign cannot be deleted and
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keeps at least one message.
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