Three owner-requested polish changes: - robot: replace the lengthening 60-90 min -> 6 h proactive-nudge ramp with a flat uniform 9-12 h wait before every nudge; the existing sleep-window gate still skips and defers a nudge that would land in the robot's night. - ui: colour the lobby/in-game unread dot by type -- the regular danger colour when a chat message is unread, a softer amber (--warn) when only nudges are. Adds a per-viewer unread_messages flag (chat_messages.kind='message') across the backend DTO, FlatBuffers wire, gateway transcode and the UI store. - ui: float games with any unread notification to the top of the lobby's your-turn and opponent-turn sections (finished keeps its order), reusing the existing unread_chat flag. Docs (ARCHITECTURE 7, FUNCTIONAL + _ru) updated. No DB migration; the new wire field is backward-compatible.
78 KiB
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; the staged build order lives in
../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 (modulescrabble/gateway). Performs anti-abuse (rate limiting), authenticates the player against the originating platform (or an email/guest session), resolves the internaluser_id, and forwards authenticated traffic tobackendwith anX-User-IDheader. Serves the backend's admin console at/_gmon its public listener behind HTTP Basic Auth. Bridges live events frombackendto the client. The shared wire contracts (the push proto and the FlatBuffers edge payloads) live inscrabble/pkg, imported by bothgatewayandbackend.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 thescrabble-solverengine as a library, in-process — there is no per-game container. The only network consumer ofbackendisgateway(plus platform side-services over an internal API).ui— pure-HTML5 client (plain Svelte 5 + TypeScript + Vite, static build; no SvelteKit). Talks tobackendonly throughgatewayover Connect-RPC + FlatBuffers, with the edge TS bindings generated from the sameedge.protoandscrabble.fbsand committed underui/src/gen/. The client 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, plus the social/account/history surfaces. 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 advertising banner under the nav (server-driven campaigns shown to eligible free users, a weighted fair rotation — §10), and a client board-style setting (bonus-label mode). The visual/interaction design system is documented inUI_DESIGN.md.platform/telegram— the Telegram side-service (the "connector", modulescrabble/platform/telegram). It is the only component holding the bot tokens — one bot per service language (en/ru), each its own token + game channel, the same Telegram user id spanning both (§3). It runs a Bot API long-poll loop per bot (Mini App launch +/startdeep-links) and serves a gRPC API (pkg/proto/telegram/v1) thatgateway(Mini App initData validation and out-of-app push) andbackend(operator broadcasts) call over the trusted internal network. Its generic delivery methods are platform-agnostic (keyed by the identityexternal_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.
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+ theflatbuffersnpm package). The contract is kept minimal: a singleGatewayservice (defined ingateway/proto/edge/v1) withExecute(message_type, payload, request_id)for unary operations andSubscribefor the live stream. The proto envelope is a thin carrier; the real request/response and event bodies are FlatBuffers tables (pkg/fbs, thescrabblefbnamespace) inside thepayloadbytes, which the gateway transcodes to and from the backend's JSON. The session token rides in theAuthorization: Bearerheader (there is no per-request signing, §3); auth operations are unauthenticated and return the minted token. A unary operation's domain outcome rides back inExecuteResponse.result_code(HTTP 200); only edge failures (rate limit, missing session, unknown type, internal) surface as Connect error codes. The client treats a connectivity edge failure as state, not a per-call toast: a transportunavailableor arate_limitedflips a globalonlinesignal that drives a header "Connecting…" spinner and softly disables proactive actions, and the transport auto-retries with capped exponential backoff — every op on a rate-limit (the gateway rejected it before processing, so it is safe), but only read-only ops onunavailable(a mutation is never blindly re-sent, to avoid double-applying one whose response was lost — its button is disabled while offline and the player re-issues it on reconnect). A reachability watcher (a lightweightprofile.getprobe) clears the signal when no other traffic is in flight; the liveSubscribestream's drop/recovery feeds the same signal. Edge hardening: every request body on the public listener is capped atGATEWAY_MAX_BODY_BYTES(default 1 MiB — far above any legitimate payload), both at the HTTP layer (http.MaxBytesReader) and as the Connect per-message read limit, so an oversizedExecuteis refused (resource_exhausted) without buffering. The h2c server carries explicit sizing:MaxConcurrentStreams250 (the x/net default made visible — a real client holds oneSubscribestream plus a few unary calls) and a 3-minute connectionIdleTimeout(a liveSubscribestream keeps its connection active, so only abandoned connections are reaped); thehttp.Serversets onlyReadHeaderTimeout(10 s) — Read/WriteTimeout would kill the stream. - Alphabet on the wire: live play exchanges alphabet indices, not
concrete letters. The rack (
StateView.rack), theSubmitPlay/Evaluatetiles, theExchangetiles and theCheckWordword areubyteindices into the variant's alphabet (a blank is the sentinel index 255). The client is alphabet-agnostic: on a per-variant cache miss it setsStateRequest.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-IDfor authenticated requests;backendnever 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'sValidateInitDataRPC, 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 launchlanguage_code) and display name (§4). - Service language & variant gating. The connector hosts one bot per
service language (
en/ru), each its own token + game channel; the same Telegram user id spans both.ValidateInitDatatries each token in turn and returns the validating bot's service language and its supported-languages set. The set rides theSession(FlatBuffers, session-scoped, not persisted): the UI offers only the variants those languages support on New Game (en→ English;ru→ Russian- Эрудит). Starting a new game is the only gated action — opening and playing
existing games of any language is unrestricted, and the backend does not enforce the
gate (it is a product affordance, not a trust boundary). The service language is
persisted per account (
accounts.service_language, updated on every Telegram login — last-login-wins) and routes the user's out-of-app push back through the right bot (§10) — except a game event, which routes by the game's own language (its variant → en/ru), so a game's notification always comes from the game's bot rather than the recipient's latest login bot. It also rides the Session wire to the client, which uses it to build the friend-invite share link (and its caption) for the same bot the player is in. The service language is distinct frompreferred_language(the interface language) and from a game's variant language. Non-Telegram logins (web / email / guest) carry the gateway's default set (GATEWAY_DEFAULT_SUPPORTED_LANGUAGES, all variants by default).
- Эрудит). Starting a new game is the only gated action — opening and playing
existing games of any language is unrestricted, and the backend does not enforce the
gate (it is a product affordance, not a trust boundary). The service language is
persisted per account (
- The client holds
session_idin memory for the app session (browser/OS storage is optional and may be unavailable; losing it means re-login). - The gateway caches
session → user_idand injectsX-User-ID. Session records live inbackend, 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
accountsrow flaggedis_guestand carrying no identity — the row is a technical necessity (thesessionsandgame_playersforeign 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. A background guest reaper deletes an abandoned guest — flaggedis_guest, holding no game seat, older thanBACKEND_GUEST_RETENTION— on aBACKEND_GUEST_REAP_INTERVALsweep, so transient guest rows do not accumulate. Platform and email users are auto-provisioned durable accounts with an identity.
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 oneidentitiestable keyed by a unique(kind, external_id); email is an identity withkind=emailand aconfirmedflag. A synthetickind='robot'identity backs each pooled robot opponent (§7). The email confirm-code flow 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 aMailerseam (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 flagpaid_account(lifetime one-time payment; no purchase flow yet) is carried on the account and ORed on a merge. - Linking 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 trustedexternal_idto the backend, as forauth.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, clearingis_guest). - Merge retires the account that owns the linked identity into the current
account, in a single transaction (
internal/accountmerge): statistics summed (counters incl. moves/hints added, max points kept, and the per-variant best moves merged keeping the higher-scoring play), the hint wallet summed,paid_accountORed, 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; isolated and well-tested.
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 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 torules.English()/RussianScrabble()/Erudit()). Эрудит's specifics (non-doubling centre,ёwith 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.Loadfrom the directoryBACKEND_DICT_DIR;backendloads theengine.Registryat 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 throughRegistry.Lookup. - Dictionary versioning — pin per game, update through the console. A game
records the
dict_versionit started on and finishes on it; new games pin the active version, the single source of truth persisted in thedictionary_statesingleton and restored on boot, so an operator's choice survives a restart. Multiple versions are resident at once.BACKEND_DICT_DIRis a writable named volume seeded from the image on first boot (its nonroot ownership is inherited from the image, so the runtime can write it); the flat directory is the seed version, labelledBACKEND_DICT_VERSION— set from the build'sDICT_VERSION, so the resident label equals the release tag — and each uploaded version lives in aBACKEND_DICT_DIR/<version>/subdirectory. The admin console updates a dictionary online (internal/dictadmin): an operator uploads thescrabble-dawg-vX.Y.Z.tar.gzrelease archive, previews the per-variant words added/removed against the active dictionary (engine.DiffWordsenumerates both DAWGs and decodes only the differences), and confirms — the backend extracts the archive into the version subdirectory (hardened against path-traversal, symlink and decompression-bomb attacks), loads it viaRegistry.LoadAvailable, and makes it the active version. Versions are immutable (re-uploading a resident tag is rejected), so in-flight games keep their pinned version while new games use the new one. A restart re-loads every resident version viaengine.OpenWithVersions(the flat seed plus each subdirectory, skipping the.staging/upload area) and restores the active pointer fromdictionary_state. The volume preserves uploaded versions across redeploys; once seeded it is not re-seeded, so after bootstrap dictionary changes go through the console rather than a rebuild. (The dictionaries ship as a versioned release artifact from thescrabble-dictionaryrepo; the build'sDICT_VERSIONselects only the seed.) - Move generation/validation/scoring use
Solver.GenerateMoves(ranked),Solver.ValidatePlayandSolver.ScorePlay; board mutation usesscrabble.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.Gameis 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. A player may resign on the opponent's turn (a forfeit is not a turn-scoped move):engine.ResignSeat(seat)resigns that player's own seat whoever is to move, and the game domain skips the turn check for resign. The engine exposes a decoded, solver-free API (SubmitPlay/SubmitExchange/EvaluatePlay/HintView/Hand) sointernal/gamedrives it without importing the solver. A play's orientation (H/V) is inferred from the placed tiles and the board, not supplied by the caller: two or more tiles fix it by the line they share; a lone tile takes the axis along which it abuts existing tiles (the longer word winning, horizontal on a tie), so a single tile extending an existing word vertically is accepted. Journal replay instead trusts the stored direction (SubmitPlayDir, §9.1) to reproduce a committed game exactly rather than re-deriving it.- 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 reusesengine.Resign, recording the move as a timeout, so it inherits the resignation win/loss. - History is dictionary-independent (§9.1): the engine emits decoded
MoveRecords and reconstructs the board from them withengine.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. - Multiple words per turn (Russian games). Russian variants carry a per-game
single-word rule, chosen on New Game (default off = single word; on = standard
Scrabble). Off, only the main word along the play direction is validated and scored —
perpendicular cross-words are ignored, including in robot move generation and the
unlimited move preview; on, every cross-word must be a real word and is scored. The main
word must still run through an existing tile along its own line to connect: a play that
forms no word along the direction it is laid — touching the board only perpendicular to
itself — is illegal even though its cross-word is never checked, and for a single tile that
abuts the board on both axes the engine plays the higher-scoring legal orientation. The
single-word rule is therefore not a superset of the standard rule: it forbids parallel
plays the standard rule allows and admits in-line plays whose cross-words are invalid. The
engine threads it as
scrabble.PlayOptions{IgnoreCrossWords}(solverv1.1.1); the first-move centre rule is unaffected. The "Russian-only" limit is a UI affordance: the backend and engine are variant-agnostic about the flag, and English games always send it on (standard). For auto-match the rule is part of the matchmaking key, so only players who chose the same rule are paired (the rule field rides every create/enqueue request, so matchmaking stays one uniform path). - 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. A game whose journal can no longer be replayed — a
committed move made illegal by a later rule change — is instead closed as a
draw (
aborted) on the next open, never left unopenable (§9.1). - Players: auto-match is always 2 players; friend games are 2–4 players.
backendowns 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:removefrom play — the default — orreturnto 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 returnsErrNoHintAvailable— surfaced as the distinct result codeno_hint_available(separate fromhint_unavailable) so the UI can say "no options" rather than "no hints left". The hint count shown to the player is the per-game allowance remaining plus the global wallet; because the wallet is global,game.state/game.hintcarry it as a separatewallet_balancefield beside the combinedhints_remaining, so the client derives the per-game allowance (hints_remaining - wallet_balance, which it may cache per game) and reads the wallet live from the profile — otherwise a wallet hint spent in one game would leave a stale, too-high count cached on every other game. - 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 installed through the console (§5, §12).
7. Robot opponent
Substitutes for a human in 2-player auto-match: the matchmaking reaper seats it in an
open game's empty opponent slot when no human has joined within the wait window (§8).
It lives in internal/robot and plays as an ordinary seated account through the game
service, so only internal/engine imports the solver. In the random/auto-match path it is
designed to be indistinguishable from a person.
The same robot serves two quick-game modes, chosen by the player on New Game and recorded
on the game as games.vs_ai: the random path above (disguised as a person) and an
honest-AI path the player knowingly picks (shown as 🤖). The mode is a per-game flag,
never derived from the opponent account, so the disguised path is never revealed. In an
honest-AI game the robot keeps its per-game strength (playToWin) and margin band but moves
at once — no sampled delay, no sleep window, no proactive nudge; chat and nudge are disabled,
the opponent is shown as 🤖 everywhere, and the game records no statistics for either seat
(practice, like a guest game). The fast reply is event-driven: committing a move (or
creating the game) triggers robot.DriveGame immediately via the game service's after-commit /
after-create hook (game.Service.SetAITrigger, a func value so the game package never imports
the robot package), with the periodic driver as the fallback. There is no short move
timeout; instead the game is created with turn_timeout_secs = AIInactivityTimeout (7
days) and the existing turn-timeout sweeper resigns the overdue seat — since the robot moves
at once, only the human is ever on the clock, so the per-turn timeout doubles as the
"abandoned after 7 days of inactivity → loss" rule with no new column or sweeper. An AI
game emits no your_turn (the instant reply makes it redundant; opponent_moved
still advances the UI), its GCG export labels the robot seat "AI", and the
games-started / -abandoned metrics carry a vs_ai attribute so AI and human games
chart separately (the admin /games list and game card also show the AI flag). A finished
honest-AI game the player left — end_reason resign or timeout — is also dropped from
that player's own finished lobby list by game.Service.ListForLobby (a lobby-only filter over
ListForAccount); the admin console and the account-merge count keep the full set, and a
normally finished AI game stays. The filter keys on the game's end reason, not on which seat
left, so it extends to any player should the robot ever resign.
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), keyed
robot-<lang>-<index> and provisioned at startup with chat blocked but friend
requests open — a request to a robot is accepted as pending and expires unanswered
(the robot never responds), mirroring a human who ignores it; the chat
block backs the human-like names (there is no DM surface; chat is per-game).
Per-game names. A seated player's display name is snapshotted on the seat
(game_players.display_name) when the seat is taken — a human's then-current name, or a
disguised robot's freshly composed name — so the name an opponent sees is frozen for the life
of the game (a later rename never rewrites past games) and a small pool of accounts presents
as an ever-changing crowd. A reader falls back to the account's current name when a seat
carries no snapshot (a pre-migration row). Each durable robot account still seeds a stable
fallback name (32 composed per language), but the disguised reaper stamps a fresh per-game
name drawn from a wide composed corpus: Western first/surname pools per locale (English,
German, Spanish, Italian, French, Portuguese) in one of three forms (first only / first +
surname initial / first + full surname), native Japanese/Chinese names, a gender-agreed
Russian pool, and human-style handles (a stem, an optional ./_, an optional trailing
number). Selection is variant-aware: a Russian game (Russian Scrabble or Эрудит) draws a
Cyrillic name or handle with at most ~20% Latin analogue and never a CJK script; an
English game draws the full international corpus. Every composed name stays within the
editable display-name format (account.ValidateDisplayName) — which now admits a trailing
run of up to five digits (so "Player2007"-style handles are valid for humans too) — so the
disguised robot stays indistinguishable from a person.
- 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. On ≈20% of moves through the opening and midgame it deviates — playing that single move toward the opposite band (a winning robot eases off, a losing one surges ahead), so the chosen strategy may not pan out, which favours the human; the deviation chance tapers linearly to 0 over the last 14 tiles in the bag and is 0 once the bag is empty, so the endgame follows the per-game intent strictly. It is deterministic from the seed (mix(seed,"deviate",moveCount)), a per-move wobble that leaves the per-game play-to-win intent (and the admin card) unchanged. - Timing: the per-move delay is move-number-aware — a right-skewed sample (exponent k=4, short delays frequent) from a band that interpolates from [3, 10] min at the first move to [10, 90] min by ~28 moves, so openings are quick and the endgame can run long, clamped to [1, 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 near the move's lower band; it proactively nudges the idle human on a sparse, randomized schedule — every nudge waits a uniform random 9-12 h (the first measured from the turn start, each later one from the previous nudge), so a neglected turn gets only a handful of widely-spaced reminders. A nudge that would fall inside the sleep window is skipped and fires at the first scan after wake.
- Dead-endgame timing: once the two most recent moves are both passes, the board and the robot's rack are frozen and it is bound to pass again, so the robot drops the long late-game think time and answers on a shortened schedule scaled to the human's own last (pass) think time — a uniform sample in [0.8, 1.5]× of it, clamped to [30 s, 8 min] and taken as a min with the normal delay, so it never slows down. A slow human collapses to the 8-min cap (a decided game is not dragged out); a fast human is tracked, with the floor keeping the robot from passing suspiciously instantly. The anchor (the gap between the last two journal entries) reads the move journal only — no schema change — stays deterministic from the seed, and still defers to the sleep window.
- Observability: robot accounts accrue ordinary statistics (§9) — the
authoritative balance metric (target ≈ 40% robot wins) — and a
robot_games_finished_totalOTel counter plus a per-finish log give a live view. The admin game card surfaces each robot seat's per-game play-to-win intent (from the seed) and, on the robot's turn, its deterministic next-move ETA (the normal-schedule upper bound — a dead-endgame pass may land sooner).
8. Lobby & social
- Matchmaking: a quick game offers two opponents on New Game — an honest AI (the
default) or a random human (§7). The AI choice (
vs_aionPOST /lobby/enqueue) takes theMatchmaker.StartVsAIpath, which picks a pooled robot and creates a game already seated and active (vs_ai, random seat order); it never enters the open pool, so the reaper below never touches it. The random choice drops the player straight into a real game and lets them wait inside it:Enqueue(POST /lobby/enqueue) opens a game seating the caller with an empty opponent seat (statusopen, §9), or — when another player is already waiting for the samevariantand per-turn rule — seats the caller into that open game and starts it; which seat the caller takes is randomised for first-move fairness, and a re-enqueue while already waiting opens another game (or joins a different player's) rather than returning the caller's own, so choosing "random opponent" again always starts a new search (bounded by the simultaneous quick-game cap, §9). Matchmaking state is therefore the open games in the database (not an in-memory pool), so it survives a restart and stays anonymous beyond one filter — a player is never paired into a game whose waiting opponent they have a per-user block with, in either direction (the enqueue excludes the caller'sBlockedWithset); concurrent enqueues for one bucket are serialised by a transaction-scoped advisory lock so two callers pair rather than each opening a game. A background reaper seats a pooled robot (§7) in any open game whose wait window — a fixed 90 s plus a random 0–90 s (so 90–180 s total) — has elapsed, guaranteeing every game gets an opponent. When a human or a robot takes the seat, the waiting starter receives an opponent-joined notification (§10) that fills the opponent card and re-enables resign and chat in place — the starter never leaves the game. While a game isopenthe starter may move on their turn, but resign, chat and nudge are refused (no opponent yet) and the lobby and opponent card show a "searching for opponent" placeholder. - Simultaneous-game cap: a player may hold at most
game.MaxActiveQuickGames(10) active quick games.game.Service.CountActiveQuickGamescounts the games seating the account in statusactiveoropenwithout a linkedgame_invitationsrow — friend games are excluded, and hidden games still occupy a slot, so it is a dedicated count rather than a filter over the lobby list. The backend gate (Server.ensureUnderGameLimit) refuses both new-game entry points at the cap —POST /lobby/enqueueandPOST /invitations— with 409game_limit_reached; accepting an invitation (POST /invitations/:id/accept) is never gated, so friend games are capped only at initiation. The lobby learns the state from a booleanat_game_limitcarried on thegames.listresponse — the lobby already re-fetches that on entry and on every game event, so the flag needs no separate request or per-event payload; while it is set the client disables New Game and shows a notice. - Friends: two add paths over one
friendshipstable. A one-time code the to-be-added player issues (afriend_codesrow: 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. It is shared as a Telegramstartappdeep-link to the issuer's own bot (by service language, with a matching caption), redeemed by the recipient's Mini App on launch; a spent or expired code is not surfaced as an error there but lands the visitor in the lobby with a gentle pointer to the right bot, since the shared link outlives the single-use code. 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. (Discovery by friend list or platform deep-link is future work.) - Block: two independent global account toggles (
block_chat,block_friend_requests) plus a per-user block list. A per-user block is asymmetric and non-destructive: the blocker stops receiving everything from the blocked user — chat, nudges, friend requests, game invitations, and auto-match (§6) never pairs them — while the blocked user notices nothing. Their sends still persist by the normal rules but are never delivered or surfaced to the blocker (a directionalblockExistscheck drives this: the blocker filters/refuses, the blocked is silently suppressed and born-read), and applying a block also marks read any unread the blocked user had left for the blocker. It overrides but does not delete a friendship (an unblock cleanly restores it), so a pair may be friends and blocked at once; the admin user card shows the full truth (blocks, blocked-by, friends) regardless of this suppression. Block/unblock emit auser_blocked/user_unblockednotification to the blocker only (§10). Blocking an auto-match opponent who is secretly a pooled robot is recorded instead in a separaterobot_blockstable, keyed on the blocker + game + seat with the seen name snapshotted (BlockInGame): the shared robot account is never put inblocks(so the matchmaker keeps it free and it is not blocked under its other per-game names), while the blocked list and the in-game card still show it by joining that table; an unblock deletes the row. - Friend games: formed by invitation → accept (an
game_invitationsrecord 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. Chat is allowed only on the sender's own turn and at most once per turn (the turn boundary is the move-driven turn start; the opponent's-turn control is the nudge); the backend enforces both and the client mirrors them by hiding the field. Each message stores the sender's IP (forwarded by the gateway) for moderation. A sender who has disabled chat cannot post, and messages from a blocked sender are hidden from the viewer. The operator console has a Messages section that lists posted messages (nudges excluded) newest-first with the sender's resolved name, source (guest / robot / oldest identity kind), IP and game, searchable by sender name / external-id glob masks and pinnable to one game or sender (linked from the game and user cards). It also offers an unread-only filter and a read/unread column, and each message has a detail card with the per-seat read breakdown (sender / read / unread).
- Nudge: folded into the chat as a
nudgemessage 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 runs through the gateway and the platform side-service. - Read receipts: each
chat_messagesrow carries anunread_seatsbitmask — a set bit per recipient seat that has not yet read it (the sender's own bit is never set). A text message seeds the bits of every seated recipient; a nudge seeds only the awaited player's. A disguised robot opponent's bit is never set — it never opens the chat, so a message to it is born read (it would otherwise linger unread forever); a nudge to a robot instead clears when the robot answers by moving, as for a human. A seat's bit clears when that player opens the move history or the chat (POST /games/:id/chat/read, which the client sends only when it holds unread, so a history open is not a constant backend call), and a nudge additionally clears when its recipient answers by moving (the move path calls a wiredNudgeClearer). The mask is inverted so "anything unread" is a plainunread_seats <> 0, which the per-viewerunread_chatgame-view flag (seeding the lobby and in-game unread dot), the admin unread filter and the unread gauge all use. A second per-viewer flag,unread_messages(unread_seats <> 0 AND kind = 'message'), reports whether any unread entry is a real message rather than only a nudge, so the dot is coloured: the regular danger colour when a message is unread, a softer amber when only nudges are. Both flags share the REST-seed-then-event-bump lifecycle (the live-event game-view leaves them false; a nudge event raises onlyunread_chat, a message event raises both). The lobby additionally floats games with any unread entry to the top of the your-turn and opponent-turn sections (the finished section keeps its activity order). On each clear the publish-to-read latency is recorded; the read time itself is not retained. - 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 throughaccount.UpdateProfile, which validates them: a display name is Unicode letters joined by single/./_separators (no leading/trailing/adjacent separators, ≤ 32 runes); the timezone is a fixed±HH:MMUTC offset (or a legacy IANA name) resolved byaccount.ResolveZonefor 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 covered in §4.
9. Persistence
- Single Postgres database, schema
backend;backendis the only writer. The "pgx pool" is adatabase/sqlhandle backed by the pgx stdlib driver and instrumented with otelsql; type-safe queries use go-jet (code generated intointernal/postgres/jetand committed, regenerated bycmd/jetgen). Migrations are embedded SQL applied withpressly/goose/v3at startup. Primary keys are application-generated UUIDv7. - Tables:
accounts(durable internal accounts, carrying the away-window columnsaway_start/away_end, the hint wallethint_balance(spent after a game's per-seat allowance; an operator tops it up with an additive, raise-only grant from the admin console), theis_guestflag for ephemeral guest rows, thenotifications_in_app_onlyout-of-app push toggle, thepaid_accountservice flag and the merge-tombstone columnsmerged_into/merged_at),identities(platform/email/robot identities, unique(kind, external_id), thekindadmittingrobot),sessions(revoke-only opaque-token hashes), the game tablesgames(carrying thedropout_tilesdisposition column),game_players,game_moves(the move journal),complaints,account_statsandaccount_best_move, and the social/lobby tablesfriendships(the request/accept graph, its status admittingdeclined),blocks(per-user blocks),chat_messages(per-game chat and nudges, carrying the per-messageunread_seatsread bitmask),email_confirmations(pending confirm-codes),game_invitations/game_invitation_invitees(friend-game invitations),friend_codes(one-time add-a-friend codes),game_drafts(a player's in-progress rack order + board composition per game) andgame_hidden((account_id, game_id)rows that drop a finished game from one account's own lobby list, leaving it visible to the other players — finished-only and irreversible by design, so there is no un-hide). Auto-match has no separate store: a game awaiting an opponent is an ordinarygamesrow with statusopenand a single seatedgame_playersrow (the empty opponent seat is a nullaccount_id, filled when a human or robot joins), plus anopen_deadline_atstamp the reaper scans for robot substitution. - Active games are event-sourced. A game is a
gamesrow (pinnedvariant/dict_version, bagseed, the per-game settings, and a denormalised turn cursor) plus an append-only, decoded move journal (game_moves); the live position is anengine.Gameheld 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_playersrecords each seat's account (null for an open game's still-empty opponent seat), 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 anyis_guestseat): 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); plus two summed counters —moves(the player's plays, i.e. tile placements; passes and exchanges do not count) andhints_used(every hint taken, allowance + wallet) — from which the screen derives the hint share = hints_used / moves. A tie increments draws only; a resignation or timeout is a loss for the acting player. A companion tableaccount_best_move(keyed by account and variant) keeps the highest-scoring single play per variant with the word itself: its main word as an ordered JSON array of tiles (letter, tile value, blank flag — value 0 for a blank), so the statistics screen renders it as game tiles without the variant's alphabet table. Blank flags are taken from every blank ever placed in the game (equivalent to reading the final board, since a placed tile never moves). It is replaced only by a strictly higher-scoring play, written in the same finish transaction, and skipped for guest/honest-AI games exactly likeaccount_stats. It is filled forward only — plays finished before the table existed are not back-populated (the aggregatemax_word_pointsstill covers them numerically).
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; replay trusts the stored direction rather than
re-deriving it, so the rebuild matches the committed game) 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. Engine replay re-validates each
move, so a committed move that later becomes illegal under a tightened rule
(e.g. the single-word connectivity rule) would make the rebuild fail; rather than
leave the game unopenable, the next open closes it gracefully as a draw
(engine.EndAborted → end_reason='aborted', all seats marked non-winners),
preserves the journal intact, and surfaces an impersonal organizer note at the
end of the history and in the GCG export (a free-text #note). 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), 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 alphabet-on-the-wire transport 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 and
platform-native push (out-of-app, via the platform side-service).
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; opponent-moved goes to every seat,
including the mover, so the mover's own other devices and their lobby refresh — it is
in-app only, so the actor gets no out-of-app push for their own move), chat-message and nudge
(from the social service), opponent-joined (from the matchmaker, §8), and notify
(a lightweight "re-poll" signal carrying a sub-kind: friend-request,
friend-added, friend-declined, invitation, invitation-update or game-started; emitted on a friend-request,
on answering one (accept → friend-added, decline → friend-declined — to the original
requester, so a game screen watching that opponent re-derives its "add to friends" state),
and on an invitation create (invitation) or any later change to it (invitation-update: an
updated response, a decline, a cancel, or its game start — to every participant)). game-over is emitted to every
seat from the same game commit when a game finishes — any path: a closing play, all-pass,
resign or timeout — and your-turn is enriched so the out-of-app push reads in full: it
also carries the mover's display name, their last action and the main word of a scoring play,
and a recipient-first running score line (e.g. 120:95:80, the reader's score first).
The in-app stream is a delta channel so the client renders from the event
without a follow-up game.state: opponent-moved carries the committed move plus the post-move
summary (per-seat scores, whose turn, move count, status) and the bag size, which the client
applies to its per-game cache keyed on the move count — idempotent (a re-delivered or own-move
echo is a no-op) and gap-safe (a missed move falls back to a game.state + game.history
refetch); your-turn carries that move count as a consistency check; the game-started
notify carries the recipient's full initial StateView so opening a freshly started game is
instant, and opponent-joined carries the waiting starter's refreshed StateView so the
opponent card and the resign/chat controls update in place; game-over carries the final summary; the lobby notify sub-kinds
carry the changed account / invitation, so the client patches its lobby lists in place: invitation
and invitation-update carry the full invitation, and the client upserts a still-pending one and
drops a terminal one (started, declined, cancelled, expired) — the invitations list is a delta channel
too, fresh from any screen without a refetch. The user-blocked / user-unblocked sub-kinds
confirm a per-user block change to the blocker only (never the blocked user), carrying the other
account, so the blocker's open game screens re-derive the block / add-friend controls and the struck
name in place across sessions. The move-commit response (submit_play / pass /
exchange / resign) likewise returns the actor's own refilled rack and bag size, so the mover
renders the next turn without a self-refetch. Beyond that event-driven warming, the lobby
preloads the player's ongoing games — each one's game.state, game.history and saved
draft — into that same per-game cache, so opening one from the lobby is instant and a saved
composition paints already on the board (no rack→board step). The notify package owns the FlatBuffers encoding
(fed wire-agnostic input structs by the domain services) and the gateway forwards every payload
verbatim. Auto-match needs no match poll — Enqueue returns the game the player enters
synchronously, and an opponent later taking the open seat arrives as the in-app opponent-joined
event. Unlike a move, that event has no follow-up delta to trigger the move-count gap recovery, so
the waiting game screen recovers a missed join itself: it polls game.state while the stream is
down, refetches once on stream reconnect, and resyncs on a foreground regain that did not drop the
stream (covering an event shed from a full hub buffer while suspended), so a join missed during an
outage or while the app was backgrounded still resolves the open game in place. For the lobby notification badge (incoming friend requests + open
invitations) the client re-polls on the notify event and on lobby open / focus, covering a push
missed while the app was hidden. Out-of-app platform push 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, the service language — the bot they last signed in through, falling
back to the interface language — and the notifications_in_app_only flag). A game event,
however, carries the game's own language on the push, and the gateway routes by
that instead of the service language — so a game's notification always comes from the game's bot,
not the recipient's latest-login bot. It then 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
connector routes by that language to the matching bot and renders the message in it. The out-of-app set is
your-turn, game-over, nudge and the invitation (a new invitation) / friend-request notify sub-kinds;
the connector renders the message and skips the rest — so in-app-only sub-kinds like
invitation-update (a response/withdrawal lobby sync) and user-blocked/-unblocked (a
block-state sync to the blocker) never become a platform push. Operator broadcasts
(SendToUser / SendToGameChannel, §10 admin) instead pick the bot by an
operator-chosen language in the console, unrelated to the recipient's login. Session-revocation events and
cursor-based stream resume stay deferred (single-instance MVP).
A separate advertising-banner channel feeds the client's one-line strip (UI_DESIGN.md),
server-driven by internal/ads. An operator manages campaigns (each one placement order) in
the admin console (/_gm/banners): a campaign has a show weight (integer percent 1..100), an
optional validity window, an enabled flag and one or more bilingual messages (en + ru,
both mandatory, minimal markdown). A single perpetual default campaign fills the unsold
remainder up to 100% and is undeletable. Eligibility — who sees a banner at all — is
!paid_account && hint_balance == 0 && !has(no_banner) (the no_banner account role suppresses
it unconditionally); guests qualify. The eligible viewer's banner block rides the profile.get
response (the one bootstrap every client fetches on open, authed or guest — no separate request,
nothing distinct for an advanced user to filter): the backend resolves each message to the viewer's
service language (the bot they signed in through, falling back to the interface language) and
computes the active set — window-filtered campaigns, the default's effective weight
(max(0, 100 − Σ active timed weights), dropped at 0), GCD-reduced. The client rotates that set
with a smooth weighted round-robin (deterministic, fair: each campaign gets its weight share per
cycle), round-robining a campaign's messages within its slots; the global display timings (hold,
edge-pause, scroll speed, and the fade-out → gap → fade-in transition) are operator-set
(/_gm/banner-settings, clamped) and ride the same block. When an operator changes a viewer's
eligibility inputs (grants hints, grants/revokes no_banner; a future payment flow sets
paid_account), the backend emits a notify banner sub-kind (a payload-free re-poll signal),
and the open client re-fetches profile.get to show or hide the banner in place. Operator content
edits take effect on the next profile.get (open/reconnect/foreground), not mid-session.
A single
app.loadbootstrap aggregator (collapsingprofile.get+ lobby + badge fetches into one round-trip) was considered and deferred: client↔gateway is HTTP/2 (h2c), so the bootstrap RPCs already multiplex over one reused connection — the saving would be per-request fixed overhead, not connections, and it is a high-blast-radius cross-cutting refactor. Revisit only with evidence (edge_request_duration); if ever built, as a gateway-side fan-out/merge that keeps the per-domain backend handlers intact.
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 sharedpkg/telemetrybootstrap, env-gated per service by{BACKEND,GATEWAY,TELEGRAM}_OTEL_{TRACES,METRICS}_EXPORTERwith a default ofnone(so no collector is required locally or in CI).stdoutis available for debugging;otlp(gRPC, endpoint from the standardOTEL_EXPORTER_OTLP_*environment) exports to a collector. The Postgres pool is instrumented with otelsql andotelgrpctraces the backend↔gateway push stream and the gateway↔connector calls. The OTLP Collector (OTLP/gRPC → Prometheus metrics + Tempo traces), Prometheus (15d), Tempo (72h) and Grafana (provisioned datasources + dashboards, behind the caddy/_gm/grafanaBasic-Auth) are stood up with the deploy (deploy/); the default exporter staysnone, so CI needs no collector. The collector also runs adocker_statsreceiver (per-container CPU/memory/network read from the Docker API and exported through its Prometheus endpoint), and the contour runs postgres_exporter (connections, cache-hit ratio, transactions, db size, scraped directly by Prometheus); both are surfaced on the Scrabble — Resources Grafana dashboard, which captures the stress-run resource profile. (docker_statsreplaced cAdvisor, which on the contour host resolved only the root cgroup — a separate-XFS/var/lib/docker.) - 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, recorded through the meter and invisible
until an exporter is configured: histograms
game_replay_duration(journal rebuild on a cache miss),game_move_validate_durationandgame_move_duration(a seat's think time per committed move, attributed byvariantand aphaseof opening/middle/endgame; it aggregates all seats including robots, whose synthetic timing dominates the tail, so per-human analysis lives in the admin console, below); countersgames_started_total,games_abandoned_total(a turn-timeout seat drop),chat_messages_total(kind= message/nudge) androbot_games_finished_total; a histogramchat_read_duration(chat publish-to-read latency bykind); observable gaugesgame_cache_activeandchat_unread_messages(chat entries withunread_seats <> 0, both chat metrics surfaced on the Scrabble — Messages dashboard); the gatewayedge_request_duration(the UI-perceived roundtrip, bymessage_type/result); and Go runtime/heap metrics. Game-scoped metrics carry avariantattribute (scrabble_en/scrabble_ru/erudit_ru). - Per-user move-time analytics are offline, derived in the admin
console from the move journal (
game_moves.created_atdeltas, the first move from the game's creation), not Prometheus labels (which anaccount_idwould explode): the user list shows each account's min/avg/max think time, and the user-detail page draws a zero-JS inline-SVG chart of min/mean/max by the player's move number. - User metrics: a backend counter
accounts_created_total(kind= telegram/email/guest; robots are a provisioned pool, not users, and are excluded) and a gateway in-memory observable gaugeactive_users(window= 24h/7d) — distinct accounts that performed an authenticated edge action in the window. The gauge is single-process by design (single-instance MVP, §10): it is correct for one gateway, resets on restart, and is a live operational figure, not a billing count. - Rate-limit observability: every limiter rejection increments the gateway
counter
gateway_rate_limited_total(class= user/public/email/admin — aggregate only, honouring the no-per-user-label discipline above) and logs one Debug line; a gateway reporter drains the per-key rejection tracker every 30 s, emits one Warn summary per throttled key and posts the report to the backend (POST /api/v1/internal/ratelimit/report, network-trusted likesessions/resolve). The backend'sratewatchkeeps a bounded in-memory episode window (single-instance, resets on restart, likeactive_users) surfaced on the admin console's Throttled page next to the flagged-account review queue, and applies the conservative auto-flag: an account sustainingBACKEND_HIGHRATE_FLAG_THRESHOLDrejected calls (default 1000) withinBACKEND_HIGHRATE_FLAG_WINDOW(default 10 min) gets the soft, reversibleaccounts.flagged_high_rate_atmarker — set once, shown in the user list/detail, cleared by the operator, never an automatic ban and never a request gate. The Edge/UX dashboard graphs the aggregate request rate against the rejection rate by class. - Unauthenticated
GET /healthz(liveness) andGET /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 (per-IP public/email/admin classes, per-user authenticated class; a request body cap of GATEWAY_MAX_BODY_BYTES; rejections are metered, summarised to the backend and surfaced in the admin console with a conservative reversible auto-flag — §11) |
| 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) |
| Manual account block (suspension) | backend: a per-request gate refuses a blocked account on every /api/v1/user/* route except the block-status probe with 403 account_blocked; the operator blocks/unblocks from the admin console (§11) |
| User feedback gate | backend rejects a guest or a feedback_banned account from submitting; the gateway also rejects a guest's feedback.submit (the Op.NonGuest flag + is_guest from session resolve) with guest_forbidden before any backend call; attachments are served nosniff with a download disposition for non-images (§15) |
| Admin authentication | a single Basic-Auth gate on /_gm/*, forwarded verbatim to the backend's server-rendered admin console (and, in the deployed contour, routing /_gm/grafana/* to Grafana). In the deploy the caddy owns this gate (§13); a local non-caddy run uses the gateway's own GATEWAY_ADMIN_* proxy, which the per-IP admin limiter class guards ahead of its Basic-Auth — the caddy-fronted path has no limiter (stock caddy), an accepted gap. The backend trusts the proxy (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.
Manual account block (suspension). Beyond the soft, reversible high-rate flag (§11, never a
gate), an operator can hard-block an account from the admin console — permanently or until a
date, with an optional reason chosen from an editable en+ru picklist. A block is a row in
account_suspensions (the chosen reason's text is snapshotted, so editing or deleting a
picklist entry never changes what an already-blocked player is shown); it is named suspension
to stay distinct from the peer-to-peer blocks table. Enforcement is a backend middleware gate
after X-User-ID: every /api/v1/user/* route except the block-status probe refuses a blocked
account with HTTP 403 + code account_blocked, which threads through the gateway unchanged as
the Execute result_code, so the UI detects the block from any call and replaces every screen
with a terminal "blocked" screen, stopping all push/poll. The one exempt route,
GET /api/v1/user/block-status, returns the expiry and the reason resolved to the account's
language so the blocked client can render the message. Sessions are not revoked on block (a
revoked token would fail session resolution at the gateway before the gate, sending the UI to
login instead of the blocked screen). A block instantly forfeits every active game the player
is in (the opponent wins, exactly as a resignation — the engine resigns off-turn) and cancels
their open matchmaking games; a temporary block lapses automatically once its expiry passes (no
sweeper — the gate recomputes against now). No operator identity is recorded (shared
Basic-Auth).
Short numeric codes (email confirm-codes and 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 (300 / 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. The Vite build has two entries: a lightweight
landing page and the game SPA. The gateway embeds the SPA build
(go:embed, baked in by a node stage in gateway/Dockerfile) and serves it at
/app/ (web) and /telegram/ (the Telegram Mini App; outside Telegram that path
redirects to the root — the client-side guard); a stray hit on the gateway's /
308-redirects to /app/. The landing ships in its own static container: the
landing target of gateway/Dockerfile (caddy:2-alpine + the same Vite build,
deploy/landing/Caddyfile) serves it at /, so stray public traffic is absorbed by
static file serving and never reaches the Go edge. Hash-named /assets/* are served
immutable (a relaunch is a cache hit, not a re-download); the HTML shells are
no-cache so a new deploy is picked up — both containers apply the same caching. An
in-compose caddy is the contour's edge: it owns a single /_gm Basic-Auth and
routes /_gm/grafana/* to Grafana (anonymous-admin, so the one shared login gates
it with no per-user Grafana accounts) and the rest of /_gm/* to the backend-rendered
admin console; /app/, /telegram/ and the Connect path go to the gateway; the
catch-all — notably the landing at / — goes to the landing container. 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.
The full contour (deploy/docker-compose.yml) runs one gateway, one backend,
one Postgres, the static landing, the connector (+ its VPN sidecar) and the observability stack —
OTel Collector (OTLP/gRPC ingest → Prometheus metrics + Tempo traces) and Grafana
with provisioned datasources and dashboards. All three services export OTLP to the
collector; the connector shares the VPN sidecar's netns, so its AWG_CONF must not
carry a DNS= directive (that would hijack resolv.conf and stop it resolving
otelcol; without it the netns uses Docker's resolver, which resolves both
otelcol and api.telegram.org). Inter-service traffic uses a private internal
network (project-scoped DNS); only caddy joins the shared external edge network
(alias scrabble).
Two contours, two secret/variable prefixes (TEST_ / PROD_):
- Test: auto-deploys on a PR into — or a push to —
development(.gitea/workflows/ci.yaml→docker compose up -d --buildon the Gitea runner host, thenGET /+GET /app/probes through caddy — the landing container and the gateway). The host caddy terminates TLS and forwards the domain toscrabble:80, so the in-compose caddy serves plain HTTP (CADDY_SITE_ADDRESS=:80). The in-compose caddy trusts X-Forwarded-For from private-range upstreams (trusted_proxies private_ranges), so the real client IP — used for chat-moderation logging and the gateway's per-IP rate limiting — survives the host-caddy hop; in prod (no host caddy) public clients are untrusted and Caddy uses the real peer, so the single config is correct and spoof-safe in both contours. - Prod: a manual SSH deploy after
development → master. There is no host caddy, so the contour ships its own caddy terminating TLS — setCADDY_SITE_ADDRESSto the domain and the caddy does its own ACME.
14. CI & branches
- Two long-lived branches:
developmentis the integration trunk andmasterthe production trunk;feature/*branches are cut fromdevelopmentand PR back into it (the genesis commit necessarily landed onmaster). A commit to afeature/*branch triggers nothing. - A single
.gitea/workflows/ci.yaml(Gitea has no cross-workflowneeds) runs the suite on a PR intodevelopment/masterand on a push todevelopment. Itsunit(gofmt/vet/build/unit-test),integration(Postgres-backedintegrationtag, testcontainerspostgres:17-alpine, Ryuk off, serial) andui(check/unit/build/bundle-budget/e2e) jobs are path-conditional (achangesjob filters by changed paths), and an always-runninggatejob aggregates them (passing when each succeeded or was skipped) and is the single branch-protection required check (CI / gate), so a path-skipped job never blocks a merge. - A gated
deployjob auto-rolls the test contour on a PR into — or a push to —development(docker compose up -d --buildon the runner host), then probes the gateway (GET /) and the Telegram connector's liveness (viadocker inspect: running, not restarting, stable restart count, with a VPN-handshake grace period, since the connector has no public ingress and a crash-loop is otherwise invisible). A PR intomasteris test-only; the prod deploy is the manual workflow. Secrets/variables are prefixedTEST_/PROD_per contour. - The engine consumes
scrabble-solveras a published, versioned module (gitea.iliadenisov.ru/developer/scrabble-solver, pinned inbackend/go.mod); both Go workflows setGOPRIVATE=gitea.iliadenisov.ru/*so go fetches it directly from this Gitea (no public proxy/checksum DB, no sibling clone). The dictionaries ship as a release artifact from thescrabble-dictionaryrepo; the workflows downloadscrabble-dawg-<DICT_VERSION>.tar.gzand point the engine tests at it viaBACKEND_DICT_DIR. - After any push, the run is watched to green before a stage is declared done
(
python3 ~/.claude/bin/gitea-ci-watch.py).
15. User feedback & account roles
Players reach the operators through a Feedback screen (Settings → Info, registered accounts
only). A message (≤1024 runes) plus an optional single attachment is stored in
feedback_messages; the sender's IP (gateway-forwarded, as for chat) and the submitting
channel (telegram/ios/android/web, client-reported and validated) are recorded. The domain
is internal/feedback (store + service), modelled on the admin chat-moderation surface.
Anti-spam. A player with an unreviewed message (read_at IS NULL) cannot submit another; the
gate is server-side. Because the operator must act before the next message, this is itself the
rate limit — there is no separate per-user feedback limiter.
Operator review happens in the server-rendered console (/_gm/feedback): an
unread / read / archived queue with per-user search (the /users glob masks), a detail card
(user content rendered as auto-escaped html/template text), and the read / reply / archive /
delete / delete-all actions — each marks the message read; merely opening the detail does not.
The attachment is served from /_gm/feedback/:id/attachment with X-Content-Type-Options: nosniff: images inline (loaded only via <img>, which never executes — a renamed non-image is
inert), everything else as an application/octet-stream download. The UI gates the attachment by
file extension (the allow-list is not shown to the user) and the backend mirrors that allow-list
plus the ≤1,000,000-byte size cap as the trust boundary; file content is not inspected. The
1,000,000-byte cap keeps the whole feedback.submit request under the gateway's 1 MiB edge body
cap (§12) without weakening it.
Reply delivery. The operator's reply lives on the message row and is shown back on the
feedback screen ("Ответ на ваше последнее сообщение") for the player's most recent replied
message. It becomes "read by the player" the instant the screen fetches it (delivery = read) and
is hidden one week after. A Settings → Info badge — folded into the lobby ⚙️ badge together with
the friend-request count — signals an undelivered reply; it rides the existing NotificationEvent
with a new admin_reply sub-kind (no new push schema) plus an authoritative poll on lobby load.
Account roles. account_roles (account_id, role) is the project's first per-account role
table — the reusable replacement for per-feature boolean flags. The first role, feedback_banned,
blocks only feedback submission (unlike a suspension, the whole-account block of §12). It is
granted from the feedback section (the delete-with-block checkbox) and granted/revoked from the
/users console card. Roles are validated against a known set in Go, so adding one needs no
migration.