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scrabble-game/docs/FUNCTIONAL.md
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Stage 12: observability & performance (OTel/OTLP, domain metrics, guest GC)
- pkg/telemetry: shared OTel provider bootstrap (none/stdout/otlp + W3C
  propagators + Go runtime metrics); backend/internal/telemetry becomes a thin
  facade keeping its gin middleware.
- Telemetry parity: gateway and the Telegram connector gain telemetry runtimes
  and config (GATEWAY_/TELEGRAM_ SERVICE_NAME + OTEL_*); otelgrpc instruments the
  backend push server, the gateway's backend+connector clients and the connector
  server. Default exporter stays none (collector/dashboards are Stage 14).
- Operational metrics (variant attribute on game-scoped ones): game_replay_duration,
  game_move_validate_duration, games_started_total, games_abandoned_total,
  game_cache_active, chat_messages_total{kind}, gateway edge_request_duration.
  Wired via the SetMetrics setter pattern (default no-op meter).
- TODO-3: account.GuestReaper deletes guests with no game seat past
  BACKEND_GUEST_RETENTION (default 30d, swept every BACKEND_GUEST_REAP_INTERVAL).
- Tests: pkg/telemetry exporter selection; game/social/edge metric recording via
  a manual reader; config (otlp accepted, guest knobs); inttest guest reaper.
- Docs: PLAN.md re-scopes Stage 12 and adds Stage 13 (alphabet-on-wire) + Stage 14
  (CI/deploy) with the agreed dictionary-versioning resolution; ARCHITECTURE 11/13,
  TESTING, the three READMEs and FUNCTIONAL(+ru) updated.
2026-06-04 14:22:15 +02:00

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# Scrabble Game — Functional spec
Per-domain user stories: what each user-visible operation does. This is the
starting point for any change request that touches behaviour. The English
version is authoritative; [`FUNCTIONAL_ru.md`](FUNCTIONAL_ru.md) is a mirror for
the project owner — mirror every point edit in the same patch (translate only
the changed paragraphs). Sections deepen as stages land; *(Stage N)* marks where
the detail is authored.
## Domains
### Client app *(Stage 7 / 8)*
The web/app client (Svelte + Vite) realizes these stories. The **playable slice**
(Stage 7) covers signing in (guest or email), the "my games" lobby, starting an
auto-match, playing the board (place tiles by drag or tap, pass, exchange, resign),
the top-1 hint, the unlimited word-check with complaint, per-game chat and nudge,
real-time in-app updates, switching interface language (en/ru) and theme, and a
read-only profile. **Stage 8** adds managing friends (including one-time friend
codes) and blocks, friend-game invitations, editing the profile and binding an
email, the statistics screen, and the in-game history viewer with GCG export.
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
costs nothing when the rack has no legal move. The word-check accepts only the
variant's alphabet, remembers answers within the session and rate-limits repeats.
### Identity & sessions *(Stage 1 / 6 / 9)*
A player arrives from a platform (Telegram first), via email login, or as an
ephemeral guest. The gateway validates the credential once and mints a thin
session token; the backend resolves it to an internal `user_id`. A **Telegram Mini
App** launch authenticates from the platform's signed `initData`, themes the UI to
the Telegram colours, and — on first contact — seeds the new account's interface
language from the Telegram client. Guests are session-only with restricted features
(auto-match only; no friends, stats or history); an abandoned guest that never
joined a game and has been idle past the retention window is garbage-collected. While the app is open the client
keeps a live stream and receives in-app updates in real time — the opponent's move,
your turn, chat, nudges and a found match. When the app is **closed**, the chosen
out-of-app events (your turn, nudge, a found match, an invitation or friend request)
arrive as a **Telegram notification** instead — unless the player keeps notifications
in the app only (a profile setting, **on by default**).
### Accounts, linking & merge *(Stage 1 / 11)*
First platform contact auto-provisions a durable account. From the profile a player
links an email (via a confirm code) or their Telegram (via the web sign-in); a guest
who links their first identity becomes a durable account. The "already taken" status
of an identity is never revealed before the code/sign-in is verified. If the linked
identity already belongs to another account, the player is shown an explicit,
**irreversible** confirmation and the two accounts are merged into the one they are
using (statistics summed, games and friends transferred, duplicates removed) — except
when a guest links an identity that already has a durable account, where the durable
account is kept and the guest's games move into it. A merge is blocked only while the
two accounts share a game still in progress.
### Lobby & matchmaking *(Stage 4)*
Bottom tab menu: **my games**, **profile**. Auto-match (always 2 players) joins a
per-variant pool and is paired with the next waiting human; after 10 s with no
human the robot substitutes (the robot arrives in Stage 5). Friend games (24) are
formed by inviting players from the friend list (an invitation, like a friend code,
is shareable as a Telegram deep link that opens it directly): the inviter chooses the
settings and the game starts once every invitee has accepted — any decline cancels it, and an unanswered invitation
expires after seven days.
### Playing a game *(Stage 3)*
Place tiles, pass, exchange, or resign. A play is validated against the game's
dictionary at submit time and scored; an unlimited preview reports what a
tentative move would score and whether it is legal. The dictionary check tool is
unlimited and offers a complaint on any result. Hints are governed per game —
whether they are allowed and how many each player starts with — and draw on a
personal hint wallet once the per-game allowance is spent. The game ends when the
bag empties and a player clears their rack, after 6 consecutive scoreless turns,
by resignation, or by the per-game move timeout (5 minutes to 24 hours, default
24 hours): a missed turn auto-resigns, except while the player is inside their
daily away window. In a two-player game a resignation or timeout gives the win to
the other player and the leaver keeps their score. In a game with three or four
players the leaver's seat is dropped and the others play on, the game ending when a
single active player remains; the disposition of the leaver's tiles (returned to
the bag or removed from play) is chosen when the game is created, and the leaver's
rack is never shown to the others.
### Robot opponent *(Stage 5)*
When auto-match finds no human within ten seconds, a robot opponent takes the empty
seat so the game starts without waiting. It is meant to feel like a person: it
decides once per game whether to play to win (about 40% of the time, so the human
wins most games), aims for a close score rather than crushing or throwing the game,
and plays at a human pace — short thinking times for most moves, the occasional long
one, and a night-time pause that tracks the player's own day. It answers a nudge
within a few minutes and nudges back when the player has been away a long time. It
carries a human-like name and neither chats nor accepts friend requests.
### Social: friends, block, chat, nudge *(Stage 4 / 8)*
Become friends in two ways: redeem a **one-time code** the other player issues (six
digits, valid for twelve hours), or send a **request to someone you have played
with** — they accept, ignore it (a request lapses after thirty days and can then be
re-sent), or decline (a decline blocks further requests from you until they hand you
a code). Cancelling your own pending request withdraws it; unfriending removes the
friendship. Block globally — switch off incoming chat
and/or friend requests — and block individual players (a per-user block hides that
person's chat and stops requests and game invitations both ways; it also ends any
existing friendship). Per-game chat is for quick reactions: messages are short
(up to 60 characters) and may not contain links, email addresses or phone numbers,
even disguised. Nudge the player whose turn is awaited at most once per hour (the
nudge is part of the game chat); the out-of-app push is delivered via the platform.
### Profile & settings *(Stage 4 / 8)*
Edit the display name (letters joined by single space / "." / "_" separators, up to
32 characters), the timezone (chosen as a UTC offset), the daily away window (on a
10-minute grid, at most 12 hours, wrapping midnight) and the block toggles. Linking
an email or Telegram and merging accounts are covered under "Accounts, linking &
merge" (Stage 11).
### History & statistics *(Stage 3 / 8)*
Finished games are archived in a dictionary-independent form and exportable to
GCG; the export is offered **only once a game is finished** (exporting a live game
would leak the move journal), and the client shares the `.gcg` file where the
platform supports it, otherwise downloads it. Statistics (durable accounts only):
wins, losses, draws, max points in a game, and max points for a single move (the
best play, which already includes every word it formed plus the all-tiles bonus).
### Administration *(Stage 10)*
Operators reach a server-rendered admin console at `${DOMAIN}/_gm` — the backend
renders it; the gateway gates it with HTTP Basic Auth on its public listener and
proxies it verbatim. The console lists and inspects **users** (profile, statistics,
identities, their games) and **games** (summary + seats), works the **word-complaint
review queue** — resolving each as reject / accept-add / accept-remove — and exposes
the **dictionary**: the resident versions per variant, a **hot-reload** of a new
version from `BACKEND_DICT_DIR/<version>/`, and the **pending wordlist changes**
derived from accepted complaints (which feed the offline rebuild and are marked
applied after a reload). When a Telegram connector is configured an operator can also
**message a user** (by their Telegram identity) or **post to the game channel**.
State-changing actions are protected by a same-origin check; the console tracks no
operator identity.