The Telegram 'your turn' notification now names the opponent and recaps their last
move (voiced as the opponent: «{name}: my move — «WORD». Score 120:95» for a scoring
play; a short 'swapped / passed, your turn' otherwise), and a new game-over
notification reports the result + final score when a game ends by any path (closing
play, all-pass, resign, timeout). Scores are recipient-first (the reader's score
leads), 2-4 players (120:95:80).
- schema: YourTurnEvent gains opponent_name/last_action/last_word/score_line
(appended, backward-compatible); new GameOverEvent{result, score_line}. Go + UI
bindings regenerated (flatc 23.5.26 + pnpm codegen).
- backend: notify.YourTurn enriched + notify.GameOver; emitMove resolves the mover's
name and emits per-recipient (your_turn to the next mover, game_over to every seat),
with recipient-first score lines built in one place.
- gateway: game_over joins the out-of-app whitelist (routing.go).
- connector: render builds the enriched your_turn + game_over text per language (en/ru).
- tests: notify round-trip (enriched + game_over), emit (enriched fields + game_over to
all seats / per-seat result), connector render (en/ru), routing; integration replay
(play → your_turn with real name; resign → game_over) green.
- docs: ARCHITECTURE push catalog + out-of-app set, FUNCTIONAL (+ _ru), PLAN tracker.
120 KiB
Scrabble Game — implementation plan
Living plan and stage tracker. Each stage is implemented in its own session;
the rules for starting and finishing a stage are in CLAUDE.md.
The architecture/decision record is docs/ARCHITECTURE.md;
behaviour is docs/FUNCTIONAL.md. When a stage produces a
decision, bake it back here and into the affected docs/code in the same PR.
Context
Greenfield multiplatform Scrabble. Players arrive from a platform (Telegram
first; later VK/MAX/iOS/Android) or standalone web (email / guest). Three
executables — gateway, backend, ui — plus per-platform side-services.
Deliberately simpler than the sibling ../galaxy-game (idea donor, not a
template). The ../scrabble-solver engine is embedded in-process as a library.
Locked decisions (recap — full record in docs/ARCHITECTURE.md)
Stack: go.work monorepo, modules scrabble/<name>, Go 1.26.x, backend
gin+pgx+Postgres(schema backend)+goose+zap+OTel (deps added when first used).
Wire: Connect-RPC + FlatBuffers (client↔gateway), REST/JSON + X-User-ID
(gateway↔backend), gRPC server-stream for live events. Auth: platform-native,
thin opaque session token, no Ed25519/signing, likely no Redis. UI: pure
HTML5/CSS, plain Svelte + Vite, Capacitor for native. MVP surfaces: Telegram +
web (email + ephemeral guest) + link/merge. Variants: ru/en/Эрудит.
Legality: validate-at-submit. End: empty bag+rack / 6 scoreless / 24h timeout.
Hint: top-1. Word-check: unlimited + complaint. Robot: P(win)≈0.40, margin
targeting, [2,90]min skewed timing, sleep 00:00–07:00 opp-tz, nudge logic.
Dictionary: pin per game. History: structured + GCG export, dictionary-
independent (see ARCHITECTURE §9.1).
Stage tracker
| # | Stage | Status |
|---|---|---|
| 0 | Scaffolding (go.work, backend skeleton, docs, CI) | done |
| 1 | Backend foundation (config, server, Postgres+goose, sessions, accounts) | done |
| 2 | Engine package over scrabble-solver | done |
| 3 | Game domain (lifecycle, rules, hint, word-check, history+GCG, stats) | done |
| 4 | Lobby & social (matchmaking, friends, block, chat, profile, nudge) | done |
| 5 | Robot opponent | done |
| 6 | Gateway edge (Connect/FB, platform auth, sessions, push bridge, admin) | done |
| 7 | UI — playable slice + UX polish (Svelte+Vite, board, lobby, chat, hint/word-check, i18n) | done |
| 8 | UI — social/account/history (friends, blocks, invitations, profile edit, stats, history/GCG) | done |
| 9 | Telegram integration (bot side-service, deep-link, push) | done |
| 10 | Admin & dictionary ops (complaint review, version reload) | done |
| 11 | Account linking & merge | done |
| 12 | Observability & performance (telemetry, metrics, guest GC) | done |
| 13 | Alphabet on the wire (UI alphabet-agnostic) | done |
| 14 | Solver & dictionary split (publish solver + scrabble-dictionary repo/artifact) | done |
| 15 | Dual Telegram bots & language-gated variants | done |
| 16 | Deploy infra & test contour (Dockerfiles, gateway static UI, compose, observability) | done |
| 17 | Test-contour verification & defect fixes | done |
| 18 | Prod contour deploy (SSH export/import, manual after merge) | todo |
Scaffolding is incremental: go.work lists only existing modules; each stage
adds the modules it needs.
Stages
Each stage: read this plan + relevant docs, interview the owner on the open details below, implement within scope, then update plan/docs/code and get CI green before marking done.
Stage 0 — Scaffolding (done)
Scope: go.work (Go 1.26.3, use ./backend); minimal runnable backend
(gin, zap, /healthz, /readyz, env config); docs skeleton; PLAN.md;
CLAUDE.md; .gitea/workflows/go-unit.yaml; README; .gitignore.
Acceptance: go build ./backend/... + go vet + gofmt clean +
go test ./backend/... green; CI green on push.
Stage 1 — Backend foundation
Scope: config/server route groups (/api/v1/{public,user,internal,admin},
probes), Postgres (pgx) + embedded goose migrations + schema backend,
telemetry (OTel) wiring, in-memory cache scaffolding, thin sessions + accounts +
platform identities.
Open details: Postgres version + DSN/search_path convention; jet vs
sqlc/sqlx (default jet); migration naming; exact session-token shape (opaque
random length, TTL, revocation); account/identity table shape; whether the
admin bootstrap lands here or in Stage 10.
Stage 2 — Engine package
Scope: backend/internal/engine over scrabble-solver — versioned DAWG
load/registry, GenerateMoves/ValidatePlay/ScorePlay wrappers, bag/rack, the
dictionary-independent game-state model + decode helpers. Add
replace scrabble-solver => ../scrabble-solver to go.work here and solve the
CI sibling-checkout (clone gitea.iliadenisov.ru/.../scrabble-solver).
Open details: how CI obtains the solver (clone sibling vs publish/tag the
solver module); in-memory game-state representation; how blanks and exchanges
are modelled; Эрудит specifics to verify against the solver.
Stage 3 — Game domain
Scope: create/join, turn order, submit play/pass/exchange/resign, validate-at-submit, scoring, end-conditions, 24h timeout/auto-resign, hint, word-check + complaint capture, structured history + GCG writer, stats on finish. Open details: GCG dialect details (blanks, exchanges, notation); exact stats edge cases; turn-timeout scheduler mechanism (cron vs per-game timer); complaint payload shape.
Stage 4 — Lobby & social
Scope: matchmaking pool, friends, block, per-game chat, profile + email confirm-code, nudge. Open details: pool fairness/keying confirmation; deep-link format per platform; chat length limit + retention; friend-request lifecycle; email-code provider (SMTP relay choice).
Stage 5 — Robot opponent
Scope: human-like player — balance ~0.40, margin targeting, skewed [2,90]min timing + sleep + nudge logic, friend/DM blocking, name pool. Open details: exact delay distribution + parameters; margin band; name pool source; how the scheduler drives robot moves; metrics for tuning balance.
Stage 6 — Gateway edge
Scope: Connect/gRPC-Web (h2c), Telegram initData validation → session →
X-User-ID, in-memory rate-limit, admin Basic-Auth passthrough, FlatBuffers
transcoding, in-app push stream bridging backend push gRPC stream, email +
ephemeral-guest paths.
Open details: FlatBuffers schema layout + message_type catalog; rate-limit
classes/limits; admin surface routing; session cache shape at the gateway.
Stage 7 — UI
Scope: plain Svelte + Vite static; Connect-web + FlatBuffers client; lobby (my games, profile tabs); board (HTML5/CSS grid, drag-n-drop, no assets); chat; hint/word-check; in-app stream; i18n en/ru; in-memory session (+IndexedDB if available); Capacitor-ready structure. Open details: detailed game-board UX (deferred by the owner to this stage); client routing; offline/refresh behaviour; design system / theming.
Suggested layouts (lobby + game screen)
User note:
Detailed interview about UI/UX is strongly required. Too much to discuss.
┌────────────────────┐
│ Display_Name =│- Profile
├────────────────────┤- Settings
│ Invitations │- About
│ - list │
├────────────────────┤
│ Active games │
│ - list │
├────────────────────┤
│ Finished games │
│ - list │
│ │
│ │
│ │
│ │
│ │
│ │
│ │
├────────────────────┤
│ ┌───┐ ┌───┐ ┌───┐│
│ New │ Stats Tourn│
│ └───┘ └───┘ └───┘│
└────────────────────┘
┌────────────────────┐
Lobby│◄ ==│- History
├────────────────────┤- Chat
│You Ann Kaya Rick│- Check word
│136 700 179 39│- Drop game
├────────────────────┤
│ │
│ │
│ │
│ c │
│ words │
│ o │
│ s │
│ s │
│ │
│ │
├──┬──┬──┬──┬──┬──┬──┤ ┌──┐
│A │Q │Z │* │N │I │W │◄│ │MakeMove/Reset
├──┴──┴──┴──┴──┴──┴──┤ └──┘
│ ┌───┐ ┌───┐ ┌───┐ │
│ Draw│ Skip│ Shfl│ │
│ └───┘ └───┘ └───┘ │
└────────────────────┘
Stage 8 — UI: social, account & history surfaces
Scope: the UI surfaces deferred from Stage 7's playable slice, wiring the matching
backend/gateway operations as each screen needs them (the Stage 6 vertical-slice
pattern): friends (request/accept/decline/list), per-user blocks, friend-game
invitations (create 2–4 player, accept/decline, invitations list), profile editing
(account.UpdateProfile + the email confirm-code binding UI), the statistics screen,
and the history viewer with GCG export/download.
Open details: friends/invitations UX; stats presentation; history/GCG viewer + download
mechanics; any new validation the profile-editing forms need.
Stage 9 — Telegram integration
Scope: bot side-service, deep-link invites, platform push (your-turn / nudge), Mini App launch/auth; backend↔platform internal API. Open details: bot framework/library; deep-link scheme; push message templates; internal API contract; Mini App hosting/origin.
Stage 10 — Admin & dictionary ops
Scope: admin endpoints (users, games, complaint review queue, dictionary versions + reload), complaint→dictionary update pipeline. Open details: whether a server-rendered console is wanted or JSON-only; the dictionary rebuild/deploy pipeline; complaint resolution workflow.
Stage 11 — Account linking & merge
Scope: link-via-confirm; merge-into-A (stats sum, transfer games/friends, dedupe). High blast-radius — focused regression tests. Open details: conflict resolution (active games on both, duplicate friends, display-name collisions); irreversibility/audit; confirm-flow per platform.
Stage 12 — Observability & performance
Scope: wire a configurable OTLP exporter (alongside none/stdout), shared in a
new pkg/telemetry; add telemetry to the gateway and the Telegram connector
(providers + otelgrpc on the gRPC hops) for parity with the backend; add
domain/operational metrics close to the business (game replay/validate timings,
started/abandoned games, live-cache size, chat/nudge counts, the edge roundtrip, Go
runtime metrics); discharge TODO-3 (abandoned-guest GC). The OTLP collector and
dashboards are stood up with the deploy (Stage 15); the default exporter stays none,
so CI needs no collector. Performance is operational-metric instrumentation, not
speculative optimisation (the standing "evidence first" rule — no measured hotspot yet).
Open details: exporter default and whether a collector is stood up now; the metric set
and its attributes; the guest-reaper trigger given revoke-only sessions.
Stage 13 — Alphabet on the wire (TODO-4)
Scope: make the UI alphabet-agnostic. On game-screen load the client receives the
variant's alphabet table (letter, index, value) for display only, caches it in
memory by variant (a request flag gates whether the table is included, so it is not
resent on every state poll); live play then exchanges letter indices both ways, and
word-check sends indices, constraining input to the variant's alphabet. The engine
already works in alphabet-index bytes, so the wire does less decoding in live play; the
durable journal / history / GCG stay decoded concrete characters (the §9.1
dictionary-independent invariant is untouched). The alphabet comes from the solver's
rules (not the DAWG), so the wire table is pinned by the solver version. Index-drift
caveat: the running solver, the DAWGs (built against it — Stage 14 / TODO-2) and the
wire table must agree, or letter indexing silently corrupts. Blast radius: pkg/fbs
(a new Alphabet table; index fields in StateView/rack and in
SubmitPlay/Exchange/check_word) → backend DTO encode/decode → UI
codec.ts/premiums.ts → board/rack render, the move/exchange/word-check senders, the
mock transport and the Vitest tests.
Open details: the fbs shape and include_alphabet flag placement; whether to keep
concrete-letter fields during the transition; whether tile exchange moves fully to
indices; the premiums.ts parity-test rework.
Stage 14 — Solver & dictionary split (TODO-1 + TODO-2)
Re-scoped from the original "CI & deploy": that was several sessions of work, so the
deploy + observability + the two-bots idea were split into Stages 15–18 below and this
stage took only the dependency/artifact split that everything else builds on. Scope: publish
scrabble-solver as a versioned Gitea module and split the dictionary build into a new
scrabble-dictionary repo delivering a release artifact, then make scrabble-game consume
both — discharging TODO-1 and TODO-2.
- TODO-1 — solver published.
scrabble-solverrenamed to modulegitea.iliadenisov.ru/developer/scrabble-solver, tagged v1.0.0;wordlist/dictdawgde-internalised to public packages (the dict repo imports them);cmd/builddict/dictprep/thedictionariessubmodule moved out;internal/dictrepointed at the committeddawg/*.dawgfixtures.backend/go.modpinsv1.0.0; thego.workreplace and the CI sibling-clone are gone;GOPRIVATE=gitea.iliadenisov.ru/*makes go fetch it directly (no public proxy/checksum DB). - TODO-2 — dictionary artifacts. New repo
developer/scrabble-dictionaryholds the word-list sources +cmd/builddictand builds the three DAWGs against the published solver + pinneddafsa/alphabetv1.1.0, so they are byte-identical to the solver's fixtures (no index drift). Released asscrabble-dawg-vX.Y.Z.tar.gz(flat, one semver per set); the Go workflows download it and pointBACKEND_DICT_DIRat it. The runtime contract is unchanged (additiveBACKEND_DICT_DIR/<version>/,engine.OpenWithVersions, per-gamedict_versionpin; a version is safe to retire once no active game pins it).
Stage 15 — Dual Telegram bots & language-gated variants (done)
Re-framed at its start to be service-agnostic: the sign-in service returns, with the user identity, a
set of supported game languages (subset of {en, ru}, ≥ 1) that gates the New Game variant choice.
Built: the connector hosts two bots in one container (one per service language, each its own token +
game channel; the same Telegram user id spans both); ValidateInitData tries each token in turn and
returns the validating bot's service_language + supported_languages set. The set rides the
Session (FlatBuffers, session-scoped, not persisted) and the UI offers only the matching variants on New
Game (en → English; ru → Russian + Эрудит) — gating only the start of a new game (auto-match + friend
invite); existing games of any language are unrestricted and the backend does not enforce. The service
language is persisted (accounts.service_language, migration 00010, written on every login —
last-login-wins) and routes the user-facing out-of-app push (Notify) back through the right bot (falls
back to preferred_language). Non-Telegram logins (web/email/guest) carry the gateway default set
(GATEWAY_DEFAULT_SUPPORTED_LANGUAGES, all variants). Admin broadcasts (SendToUser/SendToGameChannel)
pick the bot by an operator-chosen language in the console — unrelated to ValidateInitData.
Stage 16 — Deploy infra & test contour (done)
Scope: the deploy machinery + the test contour (the bulk of the original Stage 14). Backend +
gateway Dockerfiles (multi-stage distroless, mirroring the Stage 9 connector image); the gateway
gains static UI serving — embedded via go:embed (a node build stage in the gateway image),
SPA served at both / (web) and /telegram/ (Mini App), the §13 single-origin model; prod UI build
vars (VITE_TELEGRAM_BOT_ID, VITE_TELEGRAM_LINK, VITE_GATEWAY_URL) as image build-args; a root
deploy/docker-compose.yml (backend + gateway + Postgres + connector + VPN sidecar + the full
observability stack — OTel Collector + Prometheus + Tempo + Grafana with provisioned dashboards) on
the external edge network behind the host caddy (VPN sidecar only for the connector); the backend
image pulls the DAWG release artifact (Stage 14). The test contour deploys automatically on push to
a feature branch (docker compose up -d --build on the local host where the gitea runner lives),
with a post-deploy probe (GET / on the gateway). Test-contour secrets use the TEST_ prefix
(see Stage 16).
Open details (re-interview at start): the dashboard set; the gateway static-serving hook (before the
h2c wrap — / + /telegram/ mounts; a committed dist placeholder so go build works without a UI
build); Postgres healthcheck/volume; whether the connector-scoped compose is retired for the root one;
collector/Tempo/Prometheus retention.
Stage 17 — Test-contour verification & defect fixes (done)
Scope: exercise the deployed test contour end-to-end and fix the defects it surfaces — the
"does it actually work in the contour" pass before prod. Bring up the development deploy, then
verify each piece against a real run: the gateway serves the SPA at / and /telegram/; the admin
console and Grafana sit behind the single /_gm Basic-Auth; the Telegram bots start (test
environment) and the Mini App launches/authenticates; a game can be created and played through (web
- Mini App); the observability stack receives data (Prometheus targets up, the dashboards
populate incl.
accounts_created_total/active_users, traces reach Tempo); the out-of-app push works. Fix the defects found and harden where the run exposes gaps — notably a CI connector liveness check (the deploy probe only hits the gateway today, so a crash-looping connector is invisible — that is how the Stage 16 test-env miss went unnoticed) and path-conditional CI (skip the jobs whose code did not change, behind a single always-running gate job so branch-protection required checks stay satisfiable — a skipped required check otherwise blocks the merge). Open details (interview at start): the verification checklist + pass bar; which discovered defects are in-scope vs deferred; the changed-paths design + the aggregate gate job; the connector liveness-check grace period (the VPN sidecar handshake lets the connector restart a few times before it settles).
Found caveats (all resolved in Stage 17 — see Refinements → Stage 17)
The owner's collected caveats below were classified (fix-now / verify-then-fix / discuss), discussed where they were forks, and resolved in one session with tests where practical. The per-item outcomes are recorded under Refinements logged during implementation → Stage 17; the raw list is kept here as the record of what the first contour run surfaced.
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/_gm/grafana/ требует повторного ввода пароля basic auth, хотя до этого я уже зашёл в /_gm/ Такого быть не должно: графана живёт под /_gm/ и ей не нужен свой auth.
-
нужна ещё метрика "продолжительность хода" - сколько игроки тратят на каждый ход, скорее всего, понадобится новое поле last_move_ts если ещё нет, так же нужно будет завести метрику в графане как общую, так и и по конкретному пользователю (можно ли? дорого ли?), а так же с привязкой к номеру хода и без номера хода. Всё это понадобится для анализа способностей игроков, чтобы подогнать под них роботоа. А так же - выявлять читеров.
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регистрация пользователя из телеграм (как и других коннекторов): пытаться очистить имя от посторонних символов, аналогично проверке при вводе имени в профиле. если после очистки ничего не осталось, поставить имя Player/Игрок-XXXXX (5 рандомных цифр), язык в зависимости от внешнего коннектора.
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game - chat - nudge. Когда мой ход и я жму nudge, появляется сообщение "сейчас не ваш ход". Думаю, опечатка - "не" лишняя, проверь на всех языках.
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если открыли игру через telegram, надо в настройках вообще полностью скрыть переключатель темы "авто/светлая/темная", т.к. тему задаёт сам телеграм (уточни, в какой проперти её можно забрать, и нужно ли, сейчас оно уже нормально работает на самих стилях)
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возможно, к предыдущему пункту: запускаю мини апп на macos/telegram desktop. в самой macos у меня темная тема. когда я включаю тему "авто" в настройках mini app, а в самом телеграме - светлую, всё ломается, nav bar и tab bar рисуются темным фоном, список игр и меню - светлым, поле игры - тёмное, вокруг него светлоая рамка. Провернул тот же трюк на ios - всё чётко, в режиме "авто" он полностью держит ту настройку, которая в самом телеграме задана. Проверь, можно ли это починить для desktop-версии тг, скорее всего там системные настройки как-то в браузер протекают. Ну если не получится понять причину, тогда и черт с ним.
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не знаю, ошибка это или by design - если у меня открыта игра сразу в desktop telegram и на ios, то когда я делаю ход, в другом окне не обновляется ничего - ни само игровое поле, ни лобби. интересно, как ходят уведомления через gateway - по последнему активному push-каналу, что ли? если так, стоит ли чинить, чтобы у пользователя все пуш-каналы поддерживались или это дорого? нужен твой анализ и совет.
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надо подкрутить тайминг автоматического хода работа. идея такая: сейчас, насколько я помню, время хода выбирается от 2 до 90 минут с перекосом ближе к 2 минутам (поправь если что). я предлагаю этот интервал сделать динамическим в зависимости от хода. Например, средяя партия это 25-30 ходов, предположительно. На первом ходу интервал должен быть 1..5 минут, на последнем - 10..90 минут, всё так же с перекосом в меньшую сторону. А то я сейчас поиграл, роботы на первых ходах по 15 минут думают. Сможешь такую хитрую формулу составить? Цифры ориентировочные. Потом после набора реальной статистики подкрутим цифры. Заодно напомни, как работает формула "перекоса", можно ли её "заставить" косить почаще в меньшую сторону, как бы имитируя активного игрока. Этот пункт требует тщательного обсуждения, пожалуй.
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при навигации между лобби и игрой есть задержка едва заметная на глаз, думаю, связанная с тем, что UI все данные по игре перезапрашивает каждый раз. Кроме этого, когда я в лобби возвращаюсь, глаз ловит перерисовку экрана, довольно быстро, но есть какое-то неприятное ощущение, что туда что-то подгружается. А мы можем внутри UI наполнять кэш этими данными и экраны не рисовать каждый раз, а просто подменять? не знаю, как это работает, если честно. Но вот информацию по игре, в которую пользователь проваливался 1 раз, совершенно точно можно положить в кэш и обновлять его когда с сервера приходит новый ход и т.п.
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при запуске в telegram, надо бы цвет фона nav bar сделать фоном телеграма, а то он "выпадает" из общего дизайна.
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а вот фон рекламной строчки под nav bar наоборот, сделать бы чуть светлее (в тёмной теме) или темнее (в светлой), чтобы был акцентирован, но не ярко. что-то там есть в стилях телеграма такое готовое? ну и для собственного дефолтного стиля тоже надо выбрать соответствующие.
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Переключаюсь в ios в другое приложение, по возвращении ловлю "проблема соединения, повторяем". Вроде бы в телеграм-бандле есть обработчики всяких событий, в том числе background in/out, или как там оно зовётся. Посмотри, можно ли что-то с этим сделать? Если да, то именно в случаях когда приложение уходит в фон - не надо рисовать плашку с ошибкой, просто молча пытаться соединиться, то есть плашка появится когда приложение на в фоне на следующем retry.
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при использовании подсказки в игре ато зум ведёт в лево-верх, а не туда, где была поставлена подсказка.
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В русских партиях нужны русские имена для роботов, но можно вперемешку с латинскими именами, только чтобы латинских имён было не больше 20%.
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Сделать анимацию переходов между экранами: наезд справа если из лобби куда-то переходим и наоборот, уезжание вправо и открытие лобби, когда нажимаем back в навигации.
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Цвет и размер плашки с игроками над доской: давай сделаем не "кнопками" самих игроков, а просто поделим это пространство поровну между игроками, а активного игрока будем показывать за счёт "поднятия" его плашки, за счёт теней слева и справа, чтобы остальные игроки были как бы "утоплены" внутрь.
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В игре клик/тач по плашке с именами игроков открывает/закрывает историю.
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В истории ходов странное выравнивание колонки со словами, они буквально скачут влево-вправо.
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В многословных партиях надо в истории показывать основное слово + дополнительное (если это ещё не сделано, надо проверить)
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При открытии истории нижнюю границу таблицы ("тень") сразу прибивать к доске, а не растягивать вслед за таблицей.
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Баг. Открыл игру через ru-телеграм бота, пытаюсь сделать "new -> русский" (это скрэбл с русским алфавитом), появляется красная плашка "что-то пошло не так". при этом "new -> эрудит" работает. Попробуй посмотреть в логах сейчас, может что-то есть. Или как-то иначе проанализируй, или давай вместе будем смотреть, если не получится.
Stage 18 — Prod contour deploy
Scope: the production contour on a remote host over SSH. Deploy by container export/import
(docker save → scp/ssh → docker load → docker compose up on the remote), the SSH key + host IP
in Gitea secrets; strictly manual (workflow_dispatch) after development is merged to master
(the Stage 16 branch model: feature/* → development → master, merge gated green). Two-contour config
uses TEST_/PROD_ secret/variable prefixes — Gitea 1.26 has no deployment environments (verified:
the environments API 404s), so a flat prefixed namespace is the convention.
Reuses the Stage 16 deploy/docker-compose.yml as-is, mapping the PROD_ set onto the same
unprefixed compose vars. No host caddy on prod, so the contour's own caddy terminates TLS — set
CADDY_SITE_ADDRESS to the prod domain so caddy does its own ACME (the Caddyfile is already
parameterised for this; the test contour leaves it :80 behind the host caddy).
Open details (re-interview): export/import vs a registry trade-off; prod domain/cert source (ACME vs a
provided cert) at the contour caddy; prod VPN; rollback.
Refinements logged during implementation
-
Stage 0: solver
replacedeferred to Stage 2 (nothing imports it yet; adding the path now would break CI, which checks out only this repo). Docker / compose deferred to a stage that has something to deploy. Trunk ismaster(owner preference);feature/*+ PR from Stage 1; the genesis commit lands onmasterby necessity. -
Stage 1 (interview + implementation):
- Query layer: go-jet over
database/sql(pgx stdlib) + otelsql; acmd/jetgentool regenerates the committed code from a throwaway container. Postgres 17 pinned for jetgen, tests and prod. - Sessions: opaque token stored only as a SHA-256 hash (kept as hex
text, notbytea— avoids jet bytea-literal friction), revoke-only (no TTL); revocation-audit table deferred. Backend keeps a warmed write-through session cache that gates/readyz. - Data model: UUIDv7 PKs; one unified
identitiestable (kind ∈ telegram|email, widen tovk/maxlater); no soft-delete / actor-audit columns yet. - HTTP surface: service/store/cache layer only.
/api/v1/{public,user, internal,admin}groups +X-User-IDmiddleware are scaffolding (exposed viaServergroup accessors); the session/account REST handlers land with the gateway in Stage 6. Admin bootstrap deferred to Stage 10. - Telemetry: providers + request-timing middleware + otelsql; exporters
none(default) /stdout; OTLP + dashboards deferred to Stage 12. - Tests/CI: integration tests behind the
integrationbuild tag inbackend/internal/inttest+ newintegration.yaml(testcontainers, Ryuk off, serial), firing on push and PR. Backend now hard-depends on Postgres at boot (migrations at startup) — a deliberate contract change from Stage 0, documented in both READMEs. All code stays in the existingbackendmodule underinternal/(+cmd/jetgen);go.workuntouched.
- Query layer: go-jet over
-
Stage 2 (interview + implementation):
- Scope:
internal/engineis a self-contained library (registry, bag,Gamestate machine, decode/replay). Noconfig/main/serverwiring this stage — there is no consumer yet; wiring lands in Stage 3, mirroring Stage 1's deferred handlers. - Pure rules engine (interview): the engine owns the in-memory
Game, pure transitions (play/pass/exchange/resign + draw) and end-condition detection, including the standard end-game rack-adjustment scoring — a deliberate slice of Stage 3's "scoring/end-conditions" that the pure-engine boundary implies. Stage 3 keeps scheduling, the 24h timeout, persistence and GCG. - Solver wiring:
replace scrabble-solver => ../scrabble-solveringo.work;backend/go.modrequiresscrabble-solver(placeholder version, redirected by the replace) andgithub.com/iliadenisov/dafsadirectly (fordawg.Load). CI clones the public solver repo at master HEAD anonymously into../scrabble-solver(no token); both Go workflows gained the step (the engine's untagged tests run under the integration workflow too) and setBACKEND_DICT_DIR. - Dictionaries: registry loads the committed DAWGs from a directory
parameter;
dict_versionis an explicit string label; the latest version per variant is tracked. Smoke tests validate a known word per variant (English/Russian/Эрудит). Эрудит is handled uniformly — every real difference is already inrules.Erudit(); the move.go "single orientation per turn" note needs no special code (any single play is one-directional). - Bag/blanks/exchange: own deterministic
Bag(Draw + Return) becauseselfplay.Bagcannot return tiles; exchange is legal only when the bag holds at least a rack and draws replacements before returning the swapped tiles. A blank isPlacement{Blank:true}carrying its designated letter; the history keeps the concrete letter plus a blank flag (decoded viaAlphabet.Character/Decode).ReplayBoardreusesscrabble.Apply, so nointernal/encodingdependency. - Deviation from the approved plan:
docs/FUNCTIONAL.md(+_ru) was left unchanged. Stage 2 adds no user-visible behaviour; the variant, per-game dictionary and dictionary-independent-history user stories already live in Stages 3–4, so a "light touch" here would have duplicated or pre-empted them.
- Scope:
-
Stage 3 (interview + implementation):
- Scope, as in Stages 1–2: domain service/store layer + engine wiring, no
HTTP (
internal/game). The gateway↔backend REST surface lands in Stage 6; the only active driver this stage is a background turn-timeout sweeper started frommain. The robot (Stage 5) will consume the same service API. - Persistence = event-sourcing + warm cache (interview): durable state is
the
gamesrow plus an append-only decoded move journal (game_moves); the live position is anengine.Gamekept in an in-memory cache with a ~24h idle TTL and rebuilt by replaying the journal on a miss (the seeded bag makes replay exact). Each game is serialised by a per-game mutex; a persistence failure evicts the live game so the next access rebuilds. §9 reworded from "stored structurally" to this model. - Resign/timeout split (interview): 2-player resign/timeout only this stage
(the other player wins); multiplayer drop-out-and-continue + resigned-tiles
disposition deferred to Stage 4. Per-game turn-timeout duration setting
(5/10/15/30 min, 1/2/3/6/12/24 h; default 24 h) and a per-user away window
(
accounts.away_start/away_end, default 00:00–07:00 local, honoured by the sweeper with midnight-cross handling) added now; profile editing of the away window is Stage 4 and the robot's sleep (Stage 5) reuses it. - Engine
Resignfix (interview, ininternal/engine): the resigner keeps their accumulated score (no end-game rack adjustment) and never wins;winnerexcludes the resigner, so a two-player resign/timeout gives the win to the other player regardless of score. Timeout reusesResign, so the game domain needs no winner override. - Additive engine domain API:
Direction,Game.SubmitPlay/SubmitExchange/ EvaluatePlay/HintView/Hand,MoveRecord.{Dir,MainRow,MainCol},Registry.Lookup,ParseVariant— sointernal/gamenever importsscrabble-solver(keeps the §5 single-importer invariant). - Create = atomic with seats (interview):
Createseats all accounts and starts; lobby seat-filling is Stage 4. Sweeper = periodic goroutine (interview; default 60 s,BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL). - Hint = settings + wallet (interview): per-game
hints_allowed+hints_per_player, plus a profile walletaccounts.hint_balance(spent after the allowance; purchases later). Category defaults (random 1 / tournament 0 / friendly 1-or-0) are the caller's job (lobby/tournaments). - Stats (interview):
account_statswithdrawsadded beyond §9's wins/losses;max_word_points= best single move score; ties draw, resign/timeout is a loss, guests get no stats. - Complaint (interview): full payload with
game_id; word-check is scoped to the game's pinned(variant, dict_version). Stage 10 owns the resolution lifecycle, so thestatuscolumn carries no value CHECK yet. - GCG (interview): standard Poslfit dialect (UTF-8,
#player/#lexiconpragmas,8G/H8coordinates, lower-case blanks,.pass-throughs,-TILESexchange) plus#notelines for resign/timeout; derived from the journal, so dictionary-independent. - Engine wiring + config:
mainloads the registry (engine.Open, a hard boot dependency like migrations) and starts the sweeper. New config:BACKEND_DICT_DIR(required),BACKEND_DICT_VERSION(defaultv1),BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL(60 s),BACKEND_GAME_CACHE_TTL(24 h). No CI change — both Go workflows already clone the solver sibling and exportBACKEND_DICT_DIR.accountsgainedaway_start/away_end/hint_balanceand theaccountpackage gainedSpendHint(it owns its table).
- Scope, as in Stages 1–2: domain service/store layer + engine wiring, no
HTTP (
-
Stage 4 (interview + implementation):
- Scope, as in Stages 1–3: domain service/store layer, no HTTP — REST/stream
is Stage 6. Chat and nudges are persisted now; live delivery (push /
in-app stream) is Stage 6/8. New packages
internal/social(friends, blocks, chat+nudge) andinternal/lobby(matchmaking + invitations); profile editing and the email confirm-code extendinternal/account. The services have no active driver this stage, somainbuilds them and hands them to the server, which exposes them via accessors (the Stage 1 scaffolding-accessor pattern) for the Stage 6 handlers. - Friends (interview): request → accept on a single
friendshipstable; decline/cancel delete the pending row; blocking severs any friendship. - Blocks (interview): the existing global toggles plus a per-user
blockstable; block effects are mutual (a block either way suppresses chat visibility and prevents requests/invitations between the pair). - Friend games (interview): invitation → accept; the game starts only when all invitees accept, any decline cancels it, and a pending invitation lazily expires after 7 days (checked on access — no new sweeper).
- Chat (interview): ≤ 60 runes, stored with the game forever, the
sender IP kept for moderation (as
text, following Stage 1's no-byteaprecedent; the gateway forwards it in Stage 6), input content-filtered (links/emails/phone numbers incl. obfuscated forms) viamvdan.cc/xurls/v2plus a compact leet/separator normaliser and a ≥7-digit phone heuristic — the one new dependency. Nudge is a chat message (kind='nudge'), rate-limited to once per hour per game per sender. - Matchmaking (interview): an in-memory FIFO pool keyed by variant only (variant fixes the board language), pairing two humans (seat order randomised). The 10 s wait and robot substitution are deferred to Stage 5. The pool does not consult blocks (auto-match is anonymous) — a deliberate simplification of the plan's optional block-skip that also avoids a DB call under the pool lock.
- Email confirm-code (interview): 6-digit code, 15-min TTL, ≤ 5 attempts,
stored as a SHA-256 hash; a
Mailerseam with an SMTP relay (BACKEND_SMTP_*) and a default log mailer. It binds an email to the current account; an email already confirmed by another account →ErrEmailTaken(merge is Stage 11); email-as-login is Stage 6 and reuses this mechanism. - Multi-player drop-out (interview; discharges the Stage 3 deferral): the
engine's
Resignnow drops a seat and the rest play on while ≥ 2 are active, finishing (last-survivor wins) when one remains;winnerexcludes all resigned seats. A per-gamedropout_tilessetting (removedefault |return) governs the leaver's rack, which is never revealed to the others. Timeout reusesResign, so a multi-player timeout drops one seat and play continues;game.commit/timeoutGamewere already keyed ong.Over(), so they only needed the setting threaded through create/replay. - Build/deps:
go mod tidyis not run — the bare-pathscrabble-solverreplace lives only ingo.work, sotidy/go getcannot resolve it; thexurlsdependency was added withgo mod edit -require+go mod download, its checksums recorded in the committedgo.work.sum. No CI workflow change (both Go workflows already clone the solver sibling and exportBACKEND_DICT_DIR).
- Scope, as in Stages 1–3: domain service/store layer, no HTTP — REST/stream
is Stage 6. Chat and nudges are persisted now; live delivery (push /
in-app stream) is Stage 6/8. New packages
-
Stage 5 (interview + implementation):
- Scope, as in Stages 1–4: domain layer, no HTTP — the robot consumes the
public game API as an ordinary seated player (
internal/robot), so onlyinternal/enginestill imports the solver. New:engine.Candidates()(decoded ranked plays) and a thingame.Service.Candidates+RobotTurnsread. - Account model (interview): a pool of durable accounts, each a single
identitiesrowkind='robot'(migration00004widens the kind CHECK — a CHECK-only change, no jetgen). A curated ~16-name pool in code;EnsurePoolprovisions them idempotently at boot (a hard dependency, like the registry) withblock_chat/block_friend_requestsset, which is all the friend/DM blocking needs (no special-casing). - Driver + state (interview): a background sweeper goroutine
(
robot.Service.Run/Drive, mirroring the timeout sweeper); every per-game and per-turn choice is derived deterministically from the gameseed(FNV-1a mix, restart-stable — nothash/maphash), so the robot keeps no extra state.playToWin = mix(seed,"win")%100 < 40; per-turndelay; sleepdrift. - Timing (interview): per-move delay
2 + 88·u^kminutes,u~U(0,1), k≈3.5 → median ~10 min, clamped to [2,90]. A daytime nudge on the robot's turn pulls the move into a 2–10 min reply window; the robot proactively nudges after 12 h idle on the human's turn (reusingsocial.Nudge's once-per-hour guard;social.LastNudgeAtadded to detect the human's nudge). - Sleep (interview — resolves the §7-vs-
account.gomismatch): the robot sleeps 00:00–07:00 in the opponent's timezone shifted by a per-game drift ∈ [−3,+3]h (so its night overlaps the human's rather than running anti-phase), computed on the fly per game — no profile mutation, no concurrency cap. Theaccount.goaway-window comment was corrected accordingly. - Margin (interview): pick the candidate whose resulting margin (own+move−opp) is closest to [1,30] when playing to win / [−30,−1] when playing to lose, tie-broken toward the conservative edge; no legal play → exchange the full rack when the bag can refill it, else pass.
- Substitution (interview): a matchmaker reaper (
Reap/RunReaper) substitutes a pooled robot after a 10 s wait (BACKEND_LOBBY_ROBOT_WAIT),NewMatchmakernow takes aRobotProvider. A waiter learns of a match — human pairing or substitution — through a newPoll+ results map; production delivery is a match-found notification (session/in-app push + side-service), Stage 6/8 — noted in §10. - Metrics (interview, 1+2): robots are durable accounts, so
account_statsis the authoritative, complete balance ground-truth (target ~40% robot wins); an OTel counter (robot_games_finished_total, exporternonetoday) and a structured log cover robot-finished games for live observation. - Config:
BACKEND_ROBOT_DRIVE_INTERVAL(30 s),BACKEND_LOBBY_ROBOT_WAIT(10 s),BACKEND_LOBBY_REAPER_INTERVAL(1 s). No CI change (both Go workflows already clone the solver sibling and exportBACKEND_DICT_DIR).
- Scope, as in Stages 1–4: domain layer, no HTTP — the robot consumes the
public game API as an ordinary seated player (
-
Stage 6 (interview + implementation):
- Scope = framework + vertical slice (interview): the whole edge mechanism
is built and the backend's REST surface + the live-event seam are opened for
the first time, but only a representative slice of operations is wired
end-to-end — auth (
auth.telegram/auth.guest/auth.email.request/auth.email.login),profile.get,game.submit_play/game.state,lobby.enqueue/lobby.poll,chat.post, all five push events, and the admin passthrough. The remaining domain operations reuse the identical transcode pattern and are wired as the UI needs them: the play-loop ops (pass/exchange/ resign, hint, evaluate, word-check/complaint, history, my-games list, chat list/nudge) in Stage 7; the social/account ops (friends, blocks, invitations, profile editing, stats, GCG export) in Stage 8. - Wire contracts in a new shared
scrabble/pkgmodule (interview): the backend push proto (pkg/proto/push/v1) and the FlatBuffers edge payloads (pkg/fbs, onescrabblefbnamespace) live here with committed generated Go, imported by both backend and gateway. The Connect envelope proto lives ingateway/proto/edge/v1. Codegen is dev-time (buf generatewith local plugins +flatc, driven by per-moduleMakefiles, mirroringcmd/jetgen); CI only builds the committed output.pkgandgatewayare bare-path modules likescrabble-solver, sogo.workcarriesuse ./pkg,use ./gatewayand areplace scrabble/pkg v0.0.0 => ./pkg(the no-dot path is not VCS-fetchable); deps were added withgo mod edit+go work sync(the established no-tidy pattern).flatcis pinned to 23.5.26 to match theflatbuffersGo runtime. - Guest = durable account +
is_guest(interview): migration00005addsaccounts.is_guest; a guest is a durable row with no identity (so thesessions/game_playersforeign keys hold) that is excluded from statistics (the finish-time recompute skips guest seats) and from friends/history. The earlier "guests never reach this table" comments and §3/§9 were softened to "no profile/friends/stats persisted". Guest-row GC is a logged TODO (TODO-3). - Push = in-process
Publisher+ backend gRPC listener (interview): a newinternal/notifyhub (aPublisherinterface defaulting toNop, installed ongame/social/lobbyviaSetNotifierduring boot — additive, existing tests unchanged) is drained by a new backend gRPC server (internal/pushgrpc,BACKEND_GRPC_ADDRdefault:9090) servingPush.Subscribe. Emission lives ingame.commit(so robot-driver and timeout-sweep moves emityour_turn/opponent_movedtoo — the background sources a handler-only design would miss),social(chat_message/nudge) and the matchmaker (match_found). Event payloads are FlatBuffers-encoded in the backend (it importspkg/fbs); the gateway forwards them verbatim. Revoke/session-invalidation and cursor-resume are deferred (single-instance MVP). - Edge envelope = minimal, token in header (interview): the
GatewayConnect service isExecute(message_type, payload, request_id)+Subscribe; the session token rides inAuthorization: Bearer; auth ops are unauthenticated and return the token in the FlatBuffersSession. Domain outcomes ride back in theExecuteResponse.result_code(HTTP 200); only edge failures (rate limit, missing session, unknown type, internal) are Connect error codes. No Ed25519/signing (the galaxy donor's crypto stack was dropped, per §3). - Admin = gateway validates Basic-Auth (interview): the gateway checks
GATEWAY_ADMIN_USER/_PASSWORDand reverse-proxies to backend/api/v1/admin/*; the backend admin surface is a singlepinguntil Stage 10. - Rate-limit = 2 dimensions, 3 classes (interview): public per-IP (30/min,
burst 10), authenticated per-user (120/min, burst 40), admin per-IP (60/min,
burst 20), plus an email-code per-IP sub-limit (5/10 min); token bucket
(
golang.org/x/time/rate) with a lazy stale-bucket sweep. - Email-as-login (discharges the Stage 4 deferral):
account.EmailServicegainedRequestLoginCode/LoginWithCode, reusing the confirm-code mechanism but provisioning-or-finding the account by email identity (it does not refuse an already-confirmed address — that is the returning user). - CI: both Go workflows gained
gateway/**(andpkg/**where backend depends on it) path filters and now build/vet/test./backend/... ./pkg/... ./gateway/...(unit) — integration stays./backend/...(the only module with tagged tests). The solver clone +BACKEND_DICT_DIRsteps are unchanged.
- Scope = framework + vertical slice (interview): the whole edge mechanism
is built and the backend's REST surface + the live-event seam are opened for
the first time, but only a representative slice of operations is wired
end-to-end — auth (
-
Stage 7 (interview + implementation):
- Scope = playable slice (interview): the whole UI shell plus the core play
loop end-to-end; the social/account/history surfaces were split out into a new
Stage 8 and the later stages shifted +1 (Telegram→9, Admin→10, Linking→11,
Polish→12). Stage 7 wires only the operations the slice needs (the Stage 6
"as the UI needs them" pattern): the new gateway/transcode + backend-REST ops
games.list,game.{pass,exchange,resign,hint,evaluate,check_word,complaint, history},chat.{list,nudge}. The only new domain code isgame.ListForAccount(the "my games" query) and seatdisplay_nameresolution (server DTO layer);SeatViewgained a trailingdisplay_name. Friends/blocks/invitations, profile-editing, stats and the history/GCG viewer are Stage 8. - Stack (interview): plain Svelte 5 (runes) + TypeScript + Vite, no
SvelteKit;
@connectrpc/connect-web+ theflatbuffersruntime, with the edge TS bindings generated from the sameedge.proto(protoc-gen-es) andscrabble.fbs(flatc --ts) and committed underui/src/gen/(dev-time codegen, likecmd/jetgen/pkg/Makefile; CI builds the committed output). - No board on the wire (discovered):
StateViewcarries no grid, so the client replays the decoded move journal (game.history, newly wired) onto an empty board; premium squares + tile values are a client-side map ported fromscrabble-solver/rules/rules.gowith a Vitest parity test. - Board UX (interview): full-width, borderless; tiles placed by Pointer-Events drag or tap (no HTML5 DnD — it has no touch support); a contextual MakeMove control (short tap → make/reset popup, ~1 s press-and-hold → commit); per-tile recall by tapping a pending tile; a two-state zoom (15↔9 cells) on touch only (auto-zoom-in on placement, double-tap / pinch manual); a blank-letter chooser. All board/tiles/effects are pure HTML5/CSS + Unicode — no image/font/SVG asset.
- Theming (interview): own CSS custom-property tokens, light/dark via
prefers-color-scheme, Telegram-themeParams-ready (a runtime hook can override the tokens; the SDK is wired in the Telegram stage). Navigation (interview): dependency-free hash router; session token in memory + IndexedDB, re-resolved on reload (reopen Subscribe, refetch the open game); stream reconnect on focus. i18n en/ru is a hand-rolled typed catalog (compile-time key parity + a test). - Mock transport (owner request): a build-flagged in-memory fake (
VITE_MOCK,pnpm start) drives lobby → active game → board with no backend, tree-shaken out of production; it is the same fixture the Playwright smoke uses. - Tests/CI (interview): Vitest units (board replay, placement machine,
premium parity, i18n parity, FlatBuffers codec) + a Playwright smoke against
the mock; a new
ui-test.yamlworkflow (type-check, unit, build with a bundle-size budget — prod is ~67 KB gzip JS — and a chromium e2e). The Go workflows already cover the new backend/gateway/pkg code; agame.ListForAccountintegration test and gateway transcode tests for the new ops were added. - UX polish (follow-up PR): a mobile-app app shell (growing nav bar, content
pinned to the bottom) + a one-line announcement banner (client-side mock
rotation now; server-driven channel later — §10); a mobile-OS tab bar and a
reusable HoldConfirm press-and-hold control (MakeMove 🏁 + game-action confirms);
board zoom reworked to a width-based zoom in a fixed viewport (real native
scroll, double-tap; pinch/swipe dropped) with constant
cqwlabels, corner-letter tiles, contrasting grid lines, last-word dark-tile highlight, and a Settings bonus-label style (beginner/ classic/none); hint lays its tiles on the board (no spend when no move — a newno_hint_availableresult code); the history opens as an in-place slide-down (not a modal); word-check is alphabet/length-limited, cached and throttled. Design details live in the newdocs/UI_DESIGN.md.
- Scope = playable slice (interview): the whole UI shell plus the core play
loop end-to-end; the social/account/history surfaces were split out into a new
Stage 8 and the later stages shifted +1 (Telegram→9, Admin→10, Linking→11,
Polish→12). Stage 7 wires only the operations the slice needs (the Stage 6
"as the UI needs them" pattern): the new gateway/transcode + backend-REST ops
-
Stage 8 (interview + implementation):
- Scope = vertical slice continued: the social/account/history operations were
opened end-to-end (UI → gateway transcode → backend REST → existing domain
services). The only new backend logic is
lobby.ListInvitations,account.Store.GetStats, agame.SharedGameseam (self-join ongame_players), the friend-code mechanism, and the friendshipsdeclined-status change. - Friends — two add paths (interview, a deliberate plan change): one-time
friend codes (the player to be added issues a 6-digit numeric code, 12 h TTL,
SHA-256-hashed like email codes, single active per issuer, single-use, redeem
rate-limited) and a play-gated request (
SendFriendRequestnow requires a shared game — active or finished). An explicit decline is permanent (blocks re-send), an ignored request lazily expires after 30 days and may be re-sent, and a code from the same person bypasses a prior decline. This supersedes Stage 4's "declining/cancelling deletes the row" (cancel by the requester still deletes; decline now setsstatus='declined'). Migration 00006 widensfriendships_status_chkand addsfriend_codes(jetgen regen). No public ID or name search — discovery is codes + befriend-an-opponent. - Badges = poll + push (interview): a new generic
notifypush event (notify.KindNotification, sub-kinds friend_request/friend_added/invitation/ game_started) drives the lobby hamburger + "Friends" badge; emitted on friend- request and invitation create and on the invitation's game start. The client polls incoming requests + open invitations on lobby open and on focus (a missed push while hidden), and re-polls on thenotifyevent. Cursor-resume stays deferred (single-instance MVP, §10). - Language single-control (interview): the Settings language control writes
through to the durable account's
preferred_language(profile.update); guests keep only the client preference. Seeding the language from the platform/client on first provider login is a Stage 9 forward-note. - Guests = durable-only (interview): friends/blocks/invitations/statistics and history management are durable-account-only; a guest sees a sign-in prompt. Binding an email to an existing guest (account linking) stays Stage 11.
- GCG = finished-only + share (interview):
game.ExportGCGrefuses an active game (game.ErrGameActive) to avoid leaking the live journal mid-play; the client exports via the Web Share API where available, else a Blob download (game-<id>.gcg). Capacitor-native file save lands with the native wrapper. - IA = as the mockup (interview): Friends (friends + blocks) is its own screen from the lobby menu; Invitations is a lobby section + a "play with friends" mode in New game; Stats is a lobby tab-bar button; profile editing is on Profile; history + GCG stay in the game.
- Wire/codegen: new fbs tables (friends/blocks/invitations/profile-update/email-
bind/stats/gcg +
NotificationEvent;Profilegained trailing away fields) inpkg/fbs, regenerated to committed Go + TS; ~21 new gateway transcode ops; new REST handlers under/api/v1/user/{friends,blocks,invitations,profile,email,stats}and…/games/:id/gcg. UI grows to ~82 KB gzip JS (budget 100 KB). No CI workflow change (the Go and UI workflows already cover the new code). - UI polish (owner review follow-up): a copyable friend code (📋 + toast); the
lobby notification badge fixed (it had inherited the hamburger-bar style) and made
a proper count dot; Safari flex inputs given
min-width:0; profile-edit validation on both UI and backend — display-name format (letters + single␠/./_, ≤ 32 runes), a UTC-offset timezone picker (account.ResolveZoneparses±HH:MMor IANA; DST is traded for the simple picker), a 10-minute away grid capped at 12 h (wrap-aware), email format — with Save disabled and invalid fields red-bordered while any field is invalid; language stays in Settings; in a game, an "add to friends" item flips to a disabled "request sent"; chat send/nudge became ⬆️/🛎️ icons; a finished game drops its last-word highlight, hides Check word / Drop game, disables zoom, and draws an inert footer (greyed rack + tab bar) instead of hiding it. Two iPhone-simulator passes then made the chat and modals keyboard-aware (dvhplus avisualViewportlistener that sizes the modal backdrop to the area above the keyboard), reserved the rack height so a finished footer does not collapse, and compacted the play-with-friends form (a searchable bounded-scroll friend list, a pinned invite, and an explicit, required game type — a smart default is TODO-6). On the owner's call, every profile / new-game picker is a native<select>(the away window as hour + 10-minute selects, the timezone as a UTC-offset select): native time/wheel inputs render differently per OS and can't be forced to match, and a select also avoids the iOS "clear" button that would empty a time field.
- Scope = vertical slice continued: the social/account/history operations were
opened end-to-end (UI → gateway transcode → backend REST → existing domain
services). The only new backend logic is
-
Stage 9 (interview + implementation):
- Connector as its own container (interview): the Telegram side-service is a
standalone module
platform/telegram(binarycmd/telegram) holding the bot token only there; gateway and backend reach it by unauthenticated gRPC on the trusted internal network, and it egresses toapi.telegram.orgthrough a VPN sidecar (deploy/docker-compose.yml, mirroring../15-puzzle). Bot librarygithub.com/go-telegram/bot(one new dep), long-poll updates. - initData validation moved off the gateway (interview): the gateway's HMAC
validator was relocated into the connector (
internal/initdata, now also returninglanguage_code); the gateway callsconnector.ValidateInitDataover gRPC duringauth.telegram. The hop is negligible (loopback gRPC, once per login).GATEWAY_TELEGRAM_BOT_TOKENis gone;GATEWAY_CONNECTOR_ADDRreplaces it. Thegateway/internal/authpackage was deleted. - Connector gRPC API (
pkg/proto/telegram/v1, serviceTelegram): the generic methods are platform-agnostic, keyed by the identityexternal_id(so a future VK/MAX connector reuses them); onlyValidateInitDatais Telegram-specific. Methods:ValidateInitData,Notify(the out-of-app push — renders a localized message + a Mini App deep-link button from the FlatBuffers payload),SendToUserandSendToGameChannel(arbitrary admin messages — built and unit-tested now, wired to the admin surface in Stage 10; the game channel id lives only in connector config). - Push = fallback, gateway-routed, de-dup by presence (interview): the gateway
already consumes the firehose and knows in-app presence (
push.Hub.HasSubscribers), so it decides in-app vs out-of-app atomically: for a recipient with no live in-app stream it fetches a new backend/internal/push-target({external_id, language, notifications_in_app_only}) and callsconnector.Notifyonly when they have a Telegram identity and have not set the new flag. Push set:your_turn,nudge,match_found, and thenotifysub-kindsinvitation/friend_request(the connector skips the rest). Delivery runs in a goroutine so a slow connector never stalls the firehose; best-effort (no cursor resume — single instance, §10). - Profile flag
notifications_in_app_only(interview, default true → push is opt-in): migration00007(+ jetgen), threaded throughaccount.Profile/UpdateProfile, the REST DTOs, the fbsProfile/UpdateProfileRequest(defaulttruein the schema so an unset field reads conservatively), and a Profile-screen toggle. Flagged at review: the channel is silent until a user turns it off. - Language seeding from the platform (discharges the Stage 8 forward-note):
account.ProvisionTelegramseeds a brand-new account'spreferred_languagefrom the Telegramlanguage_codeand its display name fromfirst_name/username(existing accounts untouched); the UI'sadoptSessionalready adopts the server language when the user has not locked a locale, so no extra UI seeding was needed. The gateway forwards the fields fromValidateInitData. - Mini App =
/telegram/+ guard (interview): the gateway serves the one SPA build under/telegram/(Vite relative base; the hash router is path-agnostic). The UI detects a Telegram launch byTelegram.WebApp.initData, appliesthemeParams, authenticates via the existingauth.telegramop (UIauthTelegramcodec/client/transport/mock added), and routes the deep-linkstart_param(g/i/f→ game / lobby-invitation / friend-code redeem). On the/telegram/path without initData it redirects to the site root. The officialtelegram-web-app.jsloads fromindex.html(harmless outside Telegram). - Deep-link scheme (shared Go
platform/telegram/internal/deeplink↔ TSui/src/lib/deeplink.ts):g<game uuid>/i<invitation uuid>/f<6-digit code>/ empty = lobby. A friend-code share-to-Telegram link is shown whenVITE_TELEGRAM_LINKis configured (partially discharges TODO-5; QR still open). TheNotifybutton and the bot/startreply both wrap the payload as<MiniAppURL>?startapp=<payload>. - Test environment (interview nuance): the Bot API base is overridable for
Telegram's test environment —
TELEGRAM_TEST_ENV=truesuffixes the token with/testso the client hits/bot<token>/test/METHOD(TELEGRAM_API_BASE_URLoverrides the host for a mock/self-hosted server). - Deploy groundwork (interview):
platform/telegram/Dockerfile(builds the connector standalone — drops backend/gateway and the solver replace from a copy ofgo.work, validated withdocker build) + the connector-scoped compose with the VPN sidecar; a root.dockerignore. No public ingress for the connector (long-poll + sidecar egress); the host reverse proxy routes only to the gateway port, which serves the Mini App. The full multi-service deploy is Stage 12. - Wire/codegen/CI: new proto
pkg/proto/telegram/v1(committed Go); fbsProfile/UpdateProfileRequestgainednotifications_in_app_only(committed Go- TS).
go.workgainsuse ./platform/telegram; deps viago mod edit+go work sync(no-tidy).go-unit.yamlgained theplatform/**path filter and builds/vets/tests./platform/telegram/.... UI grows to ~86 KB gzip JS (budget 100 KB). The connector's unit tests use an httptest fake Bot API; a Playwright smoke drives the Mini App launch + guard with an injectedwindow.Telegram.
- TS).
- Stage 10 forward-note: the admin surface will wire
connector.SendToUser/SendToGameChannel(backend gains its own connector client) for operator broadcasts to a user and the game channel. - Verification-time fixes (caught by the CI gate): (1) the gateway transcode
dropped
notifications_in_app_onlyin four places (ProfileResp,encodeProfile,profileUpdateHandler, theUpdateProfilebody) so the toggle never reached the backend — fixed, with a round-trip transcode test added. (2) The e2e suite was made hermetic (a sharedui/e2e/fixtures.tsblocks the realtelegram-web-app.js): the render-blocking CDN<script>hung every page load on the CI runner, where telegram.org is unreachable, timing out all non-Telegram specs. (3) A pre-existing time-of-day flake inTestTimeoutSweep(the default 00:00–07:00 away window made the sweeper skip when CI ran withnow-1hinside it) was made deterministic by clearing the test account's away window.
- Connector as its own container (interview): the Telegram side-service is a
standalone module
-
Stage 10 (interview + implementation):
- Admin console = backend-rendered
/_gm, gateway Basic-Auth (interview, two rounds): the owner chose a dedicated web console but, pointing at../galaxy-gameand asking to keep it simple, the deliverable is server-rendered Gohtml/template+ one embedded CSS (backend/internal/adminconsole: a framework-agnostic renderer + page view-models,//go:embedtemplates/assets, zero JS, no build step), not a SPA. It lives in the backend on its own route/_gm/*; the gateway (the project's built-in reverse proxy) gates/_gm/*with the existingGATEWAY_ADMIN_USER/PASSWORDBasic-Auth on its public listener and proxies verbatim to backend/_gm/*(mounted on the edge mux below the h2c wrap so Connect keeps working). This supersedes Stage 6's gateway-fronts-/api/v1/adminmodel: the separate admin portGATEWAY_ADMIN_ADDRis dropped (only the port — user/password stay), the backend/api/v1/admingroup +pingare removed, andgateway/internal/adminis repurposed to the verbatim proxy. The backend keeps no operator identity and noadmin_accountstable; CSRF on the console's POSTs is a same-origin check (Origin/ReferervsHost, the gateway preserves the inbound Host) — no token. Discharges Stage 1's "admin bootstrap" (it is config, not a DB seed). - Complaint resolution + dictionary pipeline (interview): migration 00008
(+ jetgen) adds
disposition/resolution_note/resolved_at/applied_in_versiontocomplaintsand the deferredstatusCHECK (open|resolved) — discharges Stage 3's deferral (noresolved_by: operator identity is not tracked). Resolution sets a disposition (reject/accept_add/accept_remove); accepted complaints are derived by query into a pending dictionary-change list (no new table), stampedapplied_in_versiononce a rebuilt version is loaded. NewgamereadsListComplaints/GetComplaint/CountComplaints/ResolveComplaint/DictionaryChanges/MarkChangesApplied; admin list/count readsaccount.ListAccounts/CountAccounts/Identitiesandgame.ListGames/CountGames/ GameByID. - Dictionary hot-reload = per-version subdir (interview): the launch version stays
in the flat
BACKEND_DICT_DIR(CI/dev untouched); a reloaded versionXloads fromBACKEND_DICT_DIR/X/via the newRegistry.LoadAvailable(present variants only), and boot re-loads every subdirectory viaengine.OpenWithVersionsso reloaded versions survive a restart. Partially addresses TODO-2 (the runtime reload contract; the offline DAWG generator stays future work). - Operator broadcasts (discharges Stage 9's forward-note): the backend gains its
own connector gRPC client (
backend/internal/connector,BACKEND_CONNECTOR_ADDR, nil when unset) over the existingpkg/proto/telegram/v1; the console messages a user byaccount_id(backend resolves the Telegramexternal_id) and posts to the game channel viaSendToUser/SendToGameChannel. - Config/CI: backend adds
BACKEND_CONNECTOR_ADDR; gateway dropsGATEWAY_ADMIN_ADDR(keeps user/password). No new module and no fbs/proto/UI codegen (the console is server-rendered Go). The Go workflows already span./backend/... ./gateway/... ./pkg/...; integration stays./backend/....
- Admin console = backend-rendered
-
Stage 11 (interview + implementation):
- Scope = link-via-confirm + merge for email and Telegram (interview): the
current account is the merge primary; a linked identity that already has its
own account is merged into the current one and the secondary is retired as an
audit tombstone (
accounts.merged_into/merged_at, migration00009- jetgen). Linkable this stage: email (the existing confirm-code) and
Telegram via the Login Widget (the web sign-in). New
internal/accountmerge(the single-transaction data merge) andinternal/link(the orchestrator over account + accountmerge + session).
- jetgen). Linkable this stage: email (the existing confirm-code) and
Telegram via the Login Widget (the web sign-in). New
- Tombstone, not delete (interview): the secondary row is kept so a shared
finished game's no-cascade
game_players/chat/complaintsforeign keys stay valid; its seat in such a game is left in place. The merge is refused (ErrActiveGameConflict) only when the two share an active game. - Merge algorithm (one tx): stats summed (wins/losses/draws) + max kept;
hint_balancesummed; identities repointed; non-sharedgame_playerstransferred (shared kept);chat_messages/complaintsreassigned; friendships/blocks repointed with self-edge drop and dedupe (friendships by status precedence accepted>pending>declined); invitations: secondary's as inviter deleted, invitee rows deduped; secondary'semail_confirmations/friend_codesdropped; secondary tombstoned. Sessions are handled one layer up:session.Service.RevokeAllForAccount(+Cache.RemoveByAccount) retires the secondary's sessions after the tx. - Primary direction + guest inversion (interview): primary = the current account,
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
transfer into it, the guest is retired, and a fresh session for the durable
account is minted and returned (the client adopts it). Binding a free identity
to a guest is a plain upgrade (clear
is_guest, same session). Discharges Stage 8's "guest email-binding is Stage 11". - API/UX = dedicated ops; reveal only after the code (interview): new edge ops
link.email.request/confirm/merge(Email-rate-limited) andlink.telegram.confirm/merge.requestalways mails a code (no pre-send "taken" signal, so a probe cannot enumerate registered addresses); a required merge is revealed only after the code is verified, gating an explicit irreversible merge step (the Profile screen's confirmation dialog). This supersedes Stage 8'semail.bind.*ops (and their fbsEmailBindRequest/EmailConfirmRequesttables), which were retired from the gateway/UI for that reason; the backendEmailService.RequestCode/ConfirmCodeprimitives stay (still covered by inttest). - Field policy (interview):
display_name= primary's; profile prefs/flags (language, timezone, away window, block toggles,notifications_in_app_only) = primary's;hint_balance= sum. A new service columnpaid_account(bool, default false; lifetime one-time-payment marker, no purchase flow yet) is added in00009and ORed on merge (truealways wins). It is not user-editable and is shown read-only on the admin account-detail page. - Telegram Login Widget (interview, owner chose the broader scope): the connector
validates it (
internal/loginwidget, secret =SHA-256(bot_token), distinct from initData) via a newTelegram.ValidateLoginWidgetRPC; the gateway validates the widget payload and passes the trustedexternal_idto the backend link route (same trust model asauth.telegram). The UI offers "Link Telegram" only in a plain web context (loginWidgetAvailable), driving the popupTelegram.Login.auth; it is inert in production until BotFather/setdomainregisters the site domain andVITE_TELEGRAM_BOT_IDis configured (a deploy concern, Stage 12). e2e mocks the widget (telegram.org is blocked on CI). - Wire/CI: new fbs
LinkEmailRequest/LinkEmailConfirm/LinkTelegramRequest/LinkResult(committed Go + TS); new proto RPC (committed Go); new REST routes under/api/v1/user/link/*. The Go workflows already span./backend/... ./gateway/... ./pkg/... ./platform/telegram/...; integration stays./backend/.... UI ~90 KB gzip JS (budget 100 KB). New error codemerge_active_game_conflict.
- Scope = link-via-confirm + merge for email and Telegram (interview): the
current account is the merge primary; a linked identity that already has its
own account is merged into the current one and the secondary is retired as an
audit tombstone (
-
Stage 12 (interview + implementation):
- Re-scoped & split (interview): the original "Polish (observability + perf +
deploy)" was too large for one session, so it was split — Stage 12 = observability
- performance + guest GC; Stage 13 = alphabet-on-the-wire (TODO-4); Stage 14 = CI & deploy (TODO-1, TODO-2, the collector + dashboards). The latter two were written into the plan now as the agreed baseline (each still re-interviews at its own start). (Stage 14 was itself later re-scoped to the solver/dictionary split alone; deploy + observability + the dual-bot idea split into Stages 15–18.)
- Shared telemetry (interview): a new
pkg/telemetryowns the OTel provider bootstrap (exporter selection, W3C propagators, shutdown, Go runtime metrics); the backendinternal/telemetryis now a thin facade over it (keeping its gin middleware), and the gateway and connector gained telemetry runtimes. A configurableotlpexporter was added alongsidenone/stdout; the default staysnone, the OTLP endpoint comes from the standardOTEL_EXPORTER_OTLP_*env, and the collector + dashboards are Stage 15 (so CI needs none).otelgrpcinstruments the backend push server, the gateway's backend + connector clients, and the connector's gRPC server. New configGATEWAY_SERVICE_NAME/GATEWAY_OTEL_*andTELEGRAM_SERVICE_NAME/TELEGRAM_OTEL_*; the backend's existingBACKEND_OTEL_*gained theotlpvalue. - Metrics = operational, business-near (interview): histograms
game_replay_durationandgame_move_validate_duration; countersgames_started_total,games_abandoned_total(a turn-timeout seat drop) andchat_messages_total(kind=message/nudge); an observable gaugegame_cache_active; the gatewayedge_request_duration(message_type/result); plus Go runtime/heap metrics. Game-scoped metrics carry avariantattribute (english/russian_scrabble/erudit — chosen over a coarserlanguage, which it subsumes); the gateway edge metric is variant-agnostic. Optional wiring uses the establishedSetMetrics/SetNotifiersetter pattern (default no-op meter), so existing constructors and tests are untouched. No speculative optimisation — there is no measured hotspot; the deliverable is the instrumentation (the standing "performance only with evidence" rule). pprof was not added (reframed away by the owner). - Guest GC (interview, TODO-3): age-based, no-seat-only — see the discharged TODO-3
below; new config
BACKEND_GUEST_REAP_INTERVAL/BACKEND_GUEST_RETENTION. - Deps/CI: new OTel modules (the OTLP exporters,
contrib/instrumentation/runtime,otelgrpc) added with the no-tidy pattern (go mod edit+go mod download+go work sync;pkgcarries no bare-path dep, so it tidies cleanly). No workflow change — the Go workflows already span./backend/... ./gateway/... ./pkg/... ./platform/telegram/..., integration stays./backend/..., and the defaultnoneexporter keeps CI collector-free.
- Re-scoped & split (interview): the original "Polish (observability + perf +
deploy)" was too large for one session, so it was split — Stage 12 = observability
-
Stage 13 (interview + implementation, discharges TODO-4):
- Scope = live play only (interview): indices ride the wire for
StateView.rack(out) andSubmitPlay/Evaluate/Exchange/CheckWord(in). The board path is untouched —MoveRecord(history, move results, hint), formedwords,ComplaintRequest.word(durable, admin-reviewed) andWordCheckResult.word(echo) stay decoded concrete characters, so the durable journal / GCG and the §9.1 invariant are unchanged. Hard cutover, no dual letter/index fields (single client; the fbs Go + TS regenerate in one PR; no external wire consumer). Exchange moved fully to indices, a blank = the shared sentinel index 255 (engine.BlankIndex). - Edge-mapping layering (engineering): the engine gained a cached per-variant codec —
AlphabetTable(the(index, letter, value)table from the solver ruleset),LetterForIndex,EncodeRack,DecodeTiles,DecodeWord— and the backend server edge owns the index↔letter mapping.game.Service's domain methods,engine.Gameand the robot keep a single letter-based play path (untouched); a new thingame.Service.GameVariant(a single-columnSELECT variant, cheaper thanGetGame) lets the inbound handlers resolve the variant without doubling the play-path read. The gateway carries no alphabet table — it passes indices through verbatim;check_wordrides as repeated?idx=query params. include_alphabetflag (interview):StateRequest.include_alphabetgates the table so it is not resent on every poll; the client sets it only on a per-variant cache miss (first open of a variant), and the table then arrives with the index rack so the rack is always decodable. The client caches the table in memory by variant (ui/src/lib/alphabet.ts).- Letter case (discovered): the solver emits lower-case letters and the rest of
the UI works in upper case. The wire and the journal stay lower case; the UI
normalises display to upper case (the codec upper-cases decoded board tiles and words,
and the alphabet cache upper-cases on ingest), so
placement.ts/board.ts/checkword.tsare unchanged and the latent real-backend lower-case display is fixed. - Parity rework (interview): the real value/alphabet parity moved to a Go engine
test (
engine.AlphabetTable: EN/RU/Эрудит sizes, EN a=1/q=10, Эрудит ё=index 6, value 0);ui/src/lib/premiums.tsis now geometry only (its value tables,tileValueandalphabetwere removed, its parity test trimmed to the premium grid); the codec test round-trips the index tiles + the alphabet table; the mock keeps a fixture table (relocated frompremiums.ts) seeded into the client cache, so the mock-driven UI is alphabet-agnostic too. - Wire/codegen/CI: new fbs
AlphabetEntry+PlayTile;StateView.rack→[ubyte]+alphabet;StateRequest.include_alphabet;SubmitPlay/Evaltiles→[PlayTile];Exchangetiles→[ubyte];CheckWord.word→[ubyte](committed Go + TS regenerated). UI ~90 KB gzip JS (budget 100 KB). No CI workflow change — the Go workflows already span./backend/... ./gateway/... ./pkg/...and the UI workflow runs check/unit/build + a chromium/webkit e2e.docs/FUNCTIONAL.mdis untouched (no user-visible behaviour change — the UI looks and plays the same; like Stage 2). The index-drift caveat is handled by construction (the running backend produces the table, so client↔server cannot drift); the DAWG/solver build-time agreement remains Stage 14 / TODO-2.
- Scope = live play only (interview): indices ride the wire for
-
Stage 14 (interview + implementation, re-scoped + discharges TODO-1/TODO-2):
- Re-scoped to the split (interview): the original "CI & deploy" was several sessions of work,
so it was cut to the solver/dictionary split (the dependency foundation) and the deploy +
observability + the dual-bot idea were written into the plan as new Stages 15–18. The deploy
decisions taken at the interview are recorded there (embed the UI in the gateway via
go:embed; full Collector+Prometheus+Tempo+Grafana stack; two contours — test = auto on feature-branch push on the local host, prod = manual SSHdocker save/loadafter merge;TEST_/PROD_secret prefixes since Gitea 1.26 has no environments — verified). - TODO-1 — publish solver (interview: "опубликовать и запинить"):
scrabble-solverrenamed to modulegitea.iliadenisov.ru/developer/scrabble-solver,internal/{wordlist,dictdawg}de-internalised to public packages (so the dict repo imports one builder — no drift), the build pipeline (cmd/builddict,dictprep, thedictionariessubmodule) moved out,internal/dictrepointed at the committeddawg/*.dawgfixtures, tagged v1.0.0. scrabble-game pins it inbackend/go.mod, drops thego.workreplace + the CI clone, and setsGOPRIVATE=gitea.iliadenisov.ru/*(go fetches the module directly from Gitea — verified end-to-end). The solver hash lives ingo.work.sum(workspace mode; the bare-pathscrabble/pkgreplace still blocksgo mod tidy). - TODO-2 — dictionary repo (interview: "полный TODO-2, новый репо"):
developer/scrabble-dictionarybuilds the three DAWGs against the published solver + pinneddafsa/alphabetv1.1.0, byte-identical to the solver fixtures; published as the release artifactscrabble-dawg-v1.0.0.tar.gz; both Go workflows download it forBACKEND_DICT_DIRinstead of cloning the solver. English source vendored fromkamilmielnik/scrabble-dictionaries; the Эрудит fold is committed asdictprep/russian/erudit.txt, so the build needs nopython. - Bootstrap nuances (encountered): the dict repo was created empty with a protected
master, so it was seeded once via an owner-authorised protection lift→push→restore (a subsequent CI-fix push correctly went through a PR, not another lift); it was made public (like the solver) so the Go workflows fetch the artifact anonymously. Its CI is a build-only validation gate — the auto-release step's${{ github.* }}contexts failed the Gitea workflow compile, so releases are published manually for now (a logged follow-up).
- Re-scoped to the split (interview): the original "CI & deploy" was several sessions of work,
so it was cut to the solver/dictionary split (the dependency foundation) and the deploy +
observability + the dual-bot idea were written into the plan as new Stages 15–18. The deploy
decisions taken at the interview are recorded there (embed the UI in the gateway via
-
Stage 15 (interview + implementation):
- Re-framed service-agnostic (interview): the owner kept the two-bots-in-one-container model but
generalised the language signal — the sign-in service returns a set of supported game languages
(subset of
{en, ru}, ≥ 1) on the validate response, and the UI gates the New Game variant choice by it. Two distinct scopes, deliberately not conflated: the gating set is per-session (rides theSessionfbs, never persisted — so the sametelegram_idlogged in through the en- and ru-bot gates differently, which is correct), and the routing language is per-account. - Push routing resolved (interview, the original "which bot delivers" open detail): only the
user-facing
Notifycarries theen/rulanguage from the user's lastValidateInitData, persisted asaccounts.service_language(migration00010, written every login — new and existing — last-login-wins, read by/internal/push-targetwith apreferred_languagefallback). It is NOT the game's variant language. Correction mid-interview: the admin broadcastsSendToUser/SendToGameChannelare admin-panel-only and unrelated toValidateInitData; they pick the bot by an operator-chosen language (a console<select>), so alanguagefield was added to those two RPCs sourced from the form, not fromservice_language. - Gating = UI-only, creation-only (interview): the backend does not enforce (a valid game is
harmless, not a trust boundary); only the New Game pickers (auto-match + friend invite) filter — there
is no variant picker on accept/open/play, so those are inherently ungated. Non-Telegram logins
(web/email/guest) carry the gateway default set (
GATEWAY_DEFAULT_SUPPORTED_LANGUAGES, default all). - Wire/connector:
ValidateInitDataResponsegainedservice_language+supported_languages; the fbsSessiongainedsupported_languages:[string];SendToUser/SendToGameChannelgainedlanguage(committed Go + TS regenerated viamake -C pkg gen+pnpm -C ui codegen). The connector config moved to per-language bots (TELEGRAM_BOT_TOKEN_EN/_RU,TELEGRAM_GAME_CHANNEL_ID_EN/_RU;TELEGRAM_MINIAPP_URLshared; ≥ 1 token required — a breaking config change, no prod yet); the server hosts a bot map and routes by language. The push template language now follows the routing bot (waspreferred_language) — a documented change. The deploy compose/Dockerfile env was updated to the per-language vars (the full deploy stack is Stage 16). No CI workflow change (the Go and UI workflows already span the touched modules).
- Re-framed service-agnostic (interview): the owner kept the two-bots-in-one-container model but
generalised the language signal — the sign-in service returns a set of supported game languages
(subset of
-
Stage 16 (interview + implementation):
- Branch model reshaped (interview, supersedes the Stage 0
feature/* → master): a long-liveddevelopmentintegration branch +masteras the prod trunk. Feature branches are cut fromdevelopment; a feature-branch commit triggers nothing. A single consolidated.gitea/workflows/ci.yaml(Gitea has no cross-workflowneeds) runsunit+integration+uion a PR intodevelopment/masterand a gateddeployjob (needsthe three) that auto-rolls the test contour on a PR into — or a push to —development(owner's "и PR, и push"). A PR intomasteris test-only; prod is the manual Stage 18. The formergo-unit/integration/ui-testworkflows were folded in (no path filters — full CI on every PR, per the owner). Console kept plain (NO_COLOR,docker compose --ansi never,--progress plain). - Gateway serves the UI (interview, the §13 single-origin): a new
gateway/internal/webuiembedsdistviago:embed(a committed placeholder index sogo build/CI compile without a UI build) and serves the SPA at/and/telegram/(a path-stripping SPA handler, index.html fallback for the hash router), mounted in the edge mux below the h2c wrap;/_gmstays an explicit 404 when the local admin proxy is off so the catch-all does not leak the shell. Thegateway/Dockerfilenode stage builds the UI with theVITE_*build-args and copies it into the embed dir beforego build. - Images (interview): multi-stage distroless
backend/Dockerfile(a DAWG stagecurls thescrabble-dawgrelease pinned toDICT_VERSION,GOPRIVATEfetches the solver) andgateway/Dockerfile(node UI stage + Go stage), both trimminggo.worklikeplatform/telegram/Dockerfile. Built and verified locally. - Contour = caddy-fronted (interview, "caddy всё равно нужен для https"): a new
caddyservice owns a single/_gmBasic-Auth and routes/_gm/grafana/*→ Grafana (anonymous-admin + sub-path, no own accounts) and the rest of/_gm/*→ the backend console; everything else → the gateway. This supersedes Stage 10's gateway-fronts-/_gmmodel in the deploy topology (the gateway's own/_gmproxy stays for a local non-caddy run). TLS: the host caddy terminates it for the test contour and forwards toscrabble:80; the in-compose caddy is parameterised (CADDY_SITE_ADDRESS) to own ACME on prod (Stage 18) where there is no host caddy. - Networks (engineering): inter-service traffic on a private
internalnetwork (project-scoped DNS, no name collisions on the sharededge); only caddy joins the externaledge(aliasscrabble). The connector keeps its VPN sidecar (the only egress that needs the tunnel). The connector-scopedplatform/telegram/deploy/docker-compose.ymlwas retired (the rootdeploy/docker-compose.ymlsupersedes it; the connector Dockerfile stays). - Observability stack (interview): OTel Collector (OTLP/gRPC → a Prometheus scrape endpoint +
Tempo OTLP) + Prometheus (15d) + Tempo (72h) + Grafana (provisioned Prometheus+Tempo datasources
- four dashboards: Service overview, Edge/UX, Game domain, Users; Traces via the Tempo datasource +
Explore, no fixed panels). The collector's prometheus exporter uses
add_metric_suffixes:false+resource_to_telemetry_conversionso the dashboards' PromQL matches the in-code metric names and carriesservice_name. The three services exportotlpin the contour (default staysnone, so CI needs no collector). Loki/logs were left out of scope (container stdout / zap JSON).
- four dashboards: Service overview, Edge/UX, Game domain, Users; Traces via the Tempo datasource +
Explore, no fixed panels). The collector's prometheus exporter uses
- User metrics (interview): a backend
accounts_created_total{kind}counter (telegram/email/guest; robots excluded — they are a provisioned pool, not users) via the Stage-12SetMetricsno-op pattern, and a gateway in-memoryactive_users{window=24h,7d}observable gauge (distinct authenticated edge actors). The owner chose the in-memory gauge over a DBlast_seen_at(overkill); its single-instance / reset-on-restart limits are documented (a live gauge, not billing). - Owner actions before the contour is green (surfaced, not blockers): set the
TEST_Gitea secrets/variables (seedeploy/.env.example) and add a host-caddy route<test domain> → scrabble:80on the runner host. CI bootstrap nuance: the first PR introducingci.yamlmay first deploy on the post-merge push todevelopment(depending on whether Gitea runs head/base workflows for a PR), after which PR-time deploys work. - Telegram test environment (post-deploy fix): the connector now selects Telegram's test env with the
library's native
tgbot.UseTestEnvironment()(was atoken += "/test"hack — functionally identical, verified, but the option is idiomatic and now has abottest asserting the/bot<token>/test/getMepath). The test contour pinsTELEGRAM_TEST_ENV=trueinci.yaml(the contour is the test environment) rather than via aTEST_-prefixed variable — removing a confusing double-TESToperator knob and the secret-vs-variable footgun; prod (Stage 18) leaves itfalse.
- Branch model reshaped (interview, supersedes the Stage 0
-
Stage 17 (interview + implementation): the test-contour verification pass. The owner's collected caveats were classified (fix-now / verify-then-fix / discuss) and resolved in one session.
- Russian Scrabble fixed (#6): the UI sent the variant id
russianwhile the backend's canonical string (andStateView) isrussian_scrabble, solobby.enqueue/invite returned 400 (confirmed in the contour logs). The UI was aligned torussian_scrabble(theVarianttype,variants.ts,Lobby.svelte, mock fixtures, premium/alphabet keys, tests); the backend label is unchanged (persisted games, GCG and thevariantmetric attribute keep it). - Nudge message (#3):
social.ErrNudgeOnOwnTurnshared thenot_your_turnresult code withgame.ErrNotYourTurn, so nudging on your own turn read "it is not your turn" — backwards. A distinctnudge_own_turncode + i18n message was added, and the UI disables the nudge control on your own turn. - Connector name sanitization (#2):
account.ProvisionTelegramnow cleans the platform name to the editable display-name format (sanitizeDisplayName) and falls back toPlayer/Игрок-NNNNN(by language) when nothing remains. A newaccount.ProvisionRobotlets system robot names bypass editor validation (e.g. "Peter J."). - Robot names (#5, interview): per-language composed pools — 32 full + 32 colloquial first names
paired by index, plus a surname pool (gender-agreed for Russian) rendered in three forms (first only /
first + surname initial / first + full surname), composed deterministically per pool slot (stable
across restarts).
Pick(variant)is variant-aware: a Russian game draws Russian names with ≤ ~20% Latin, an English game the Latin pool. Robot identities are keyedrobot-<lang>-<index>. - Robot timing (#4, interview): the fixed
2 + 88·u^3.5move delay became move-number-aware — the band interpolates from [3,10] min at the first move (raised from [1,5] in round 4, #14) to [10,90] min by ~28 moves, right-skewed by k=4, so early moves are quick and the endgame can be long. A daytime nudge pulls the reply toward the move's lower band. - Multi-device push (#7, interview):
emitMoveno longer skips the acting seat, so the mover's own other devices (and their lobby) refresh.opponent_movedstays in-app only (no out-of-app push to the actor), and the gateway already fans each event out to all of a user's live streams. - Move-duration analytics (#1, interview): a live
game_move_duration{variant,phase}histogram (opening/middle/endgame) + a Grafana panel, plus offline per-user analytics in the admin console — min/avg/max columns in the user list and an inline-SVG chart of think-time by the player's move number, computed from the journal (game_moves.created_atdeltas; no schema change). Per-user stays offline, not a Prometheus label, to avoid cardinality blow-up; the live histogram aggregates all seats (robots included), so the per-human admin view is authoritative. - CI (#9/#10, interview):
unit/integration/uiare path-conditional behind achangesjob; an always-runninggatejob aggregates them (success-or-skipped) and is the single branch-protection required check (CI / gate), so a skipped job never blocks a merge. The deploy job gained a Telegram-connector liveness probe (docker inspect: running, not restarting, stable restart count, with a VPN-handshake grace period) — closing the Stage 16 blind spot where a crash-looping connector was invisible to the gateway-only probe. - UI theming / UX: inside Telegram the colour scheme is forced from
WebApp.colorSchemeover the OSprefers-color-scheme(fixes the Telegram Desktop breakage, #12) and the theme switcher is hidden (#11); the nav bar takes Telegram's bg and the announcement banner a subtle--ad-bgaccent (#14/#15); the reconnect banner is suppressed while backgrounded and the stream reconnects on return (#16); hint zoom scrolls to the placement (#17); the players plaque raises the active seat and sinks the others with a tap toggling history (#19/#20); history fixes the word-column jitter and pins its bottom shadow to the board (#21/#23); directional screen-slide transitions (#18a); a per-game in-memory cache renders instantly on re-entry and refreshes in the background (#13). - Grafana repeated password (#8) — not a server defect: verified live that caddy challenges
/_gmand/_gm/grafanawith one identical realm and Grafana serves anonymously, so the repeated prompt is a browser Basic-Auth scoping quirk (likely Safari/Desktop), not infra — left for the owner to re-verify, no server change. Multi-word history (#22) was already implemented (all formed words shown). - Contour-verification follow-ups (rounds 2–3, from live testing): the Grafana
double-password was its Live WebSocket tripping caddy Basic-Auth — Grafana Live is
disabled (
GF_LIVE_MAX_CONNECTIONS=0) and the admin console links to Grafana; the move-duration panel was invisible because the deploy reseed (rm -rf) left the config-only services on a stale bind mount — the deploy now force-recreates caddy/otelcol/prometheus/tempo/grafana; the per-user rate limit was raised 120/40 → 300/80 and the UI no longer reloads on the echo of its own move; the iOS/Telegram reconnect banner gained a resume grace window (visibilitychange + pageshow/pagehide- Telegram
activated/deactivated); Telegram Mini Apps polish was adopted — chrome colours (setHeaderColor/setBackgroundColor/setBottomBarColor), native BackButton, HapticFeedback, closing confirmation in a game, disableVerticalSwipes; the players-plaque highlight was inverted so the active seat pops; the make-move popover became a direct ✅ with a tab-bar ↩️ Reset; the hint button disables at zero hints; plus board-only vertical scroll (#9) and a keyboard-overlay check-word dialog (#10).
- Telegram
- Contour-verification follow-ups (round 4, from live testing): the robot early-move band was raised [1,5] → [3,10] min so openings are less hasty (#14); the profile is edited inline (the Edit/Cancel toggle is gone, the form is always shown for durable accounts, hint balance stays read-only) and a single trailing "." is allowed in display names (#5/#6); a pending tile now recalls by double-tap or by dragging it back onto the rack (single-tap recall removed), and holding a dragged tile over a cell ~1 s auto-zooms there (#3/#10); 🔀 Shuffle is animated — tiles hop along a low parabola to their new slots, duration scaled by distance, with a haptic shake (#9); a lines-off board Settings toggle (default off) renders a gapless checkerboard with rounded, right-shadowed tiles, reclaiming ~14px of width (#12). Deferred (discussed): board pinch zoom (#2) — it fights both the native scroll and the new one-finger drag-back, so it stays dropped in favour of double-tap + hover-hold zoom; robot win% in the admin game detail (#16) — needs the seed-derived play-to-win decision exposed across the game/robot package boundary, to be picked up when that seam is added.
- Contour-verification follow-ups (round 5, from live testing): resign on the opponent's turn
now works — the engine gained
ResignSeat(seat)andgame.Resignbypasses the turn check to forfeit the actor's own seat (it no longer returned "not your turn"); quick-match cancel was a UI no-op (only stopped polling) — added the full path (REST/lobby/cancel→ gateway → client) and clear the matchmaker's pending result on cancel, so a cancelled search is dequeued (no "already queued", no later robot-substituted game); lobby win/loss ranked by score, so a 0-0 resignation read as a win —result.tsnow places the viewer below the winner (rank ≥ 2), matching the game detail; a friend request to a robot is accepted as pending and expires like a human ignore (robots no longer setBlockFriendRequests); the nudge cooldown error got its ownnudge_too_sooncode/message and the chat button disables for the hour, with the note reworded to "Waiting for your move!". UI polish: even zoom (interpolate the scroll toward a pre-clamped target as the real width grows/shrinks — no lurch-and-snap) that recentres only on the first zoom-in; a drag drop-target highlight; pinch zoom (two-finger, preventDefault only on two touches; a second finger aborts a drag); shuffle hop capped at 0.3 s and off under reduce-motion; a borderless make-move icon, disabled on a known- illegal pending word; variant display names (english & russian_scrabble → Scrabble/Скрэббл, erudit → Erudite/Эрудит) shown on the create-game controls and the in-game title. L2 done: the admin game card now shows each robot seat's per-game play-to-win intent + the ~40% target and, on the robot's turn, its deterministic next-move ETA. Open edge: a bilingual New Game (both en+ru offered) would show two "Scrabble" buttons — left as the owner's chosen naming; disambiguate if it bites. - Contour-verification follow-ups (round 6, from live testing) — shipped & deployed: profile drops
the hint-balance line; no mobile tap-flash on a board cell (
-webkit-tap-highlight-color); variant display names keyed by the game's alphabet, not the UI language (english → "Scrabble", russian_scrabble → "Скрэббл", both unlocalized so they never collide; erudit localized), and the in-game title shows the variant name; chat & nudge are mutually exclusive by turn (message field on your turn, nudge on the opponent's, grey "awaiting reply" caption during the cooldown), with chat enforced server-side to your own turn (ErrChatNotYourTurn); the nudge cooldown resets once the player has moved or chatted since the last nudge (game.LastMoveAt+ last chat vs last nudge; the UI mirrors it); the About screen got localized titles + a rules link + the random/friends sections, and the app version comes fromgit describe(Vite define__APP_VERSION__← Docker build-arg in the deploy step, default "dev"); the quick-game buttons became lobby-style plaques — name + flag (🇺🇸/🇷🇺 + a bundled minimalist USSR-flag SVG) + a one-line rules summary (bag size, the ё rule, bonus differences from the engine rulesets) + the 24h move-limit beneath; two follow-up fixes (pin the nudge right when available; redraw the USSR emblem as a thin schematic hammer & sickle); #3 drag-reorder of rack tiles with a visual gap (the dragged tile lifts out, the rest slide to open a slot;reorderIndicesunit-tested; only with no pending tiles); and the persistence backend foundation (#4/#5/#6): agame_draftstable (migration 00011) + raw-SQL store/service (GetDraft/SaveDraft) that, on every committed move, clears the actor's own draft and resets any opponent's board draft whose cell the play overlapped — 5 integration tests. - Stage 17 round 6 — final pass (#4/#5/#6 + #16–20), shipped:
- Draft persistence — gateway slice + UI (#4/#5/#6, PR #20). FB
DraftRequest{game_id, json}(save) +DraftView{json}(get reusesGameActionRequest); the client serializes{rack_order, board_tiles}itself (no FB tile array), the gateway forwards it asjson.RawMessageboth ways (no double-encode), andGET/PUT /games/:id/draft(a serverdraftDTO↔game.Draft) is the only place that reads the shape. UI: debounced save of the rack order (#4) + board draft (#6) and restore on load (lib/draft.ts, reconciling against the committed board); #5 — tiles may be arranged on the opponent's turn (placement relaxed; the preview and Make-move stay your-turn-only, so an off-turn draft is position-only). Off-turn tiles keep the existing pending highlight — no caption, no new style (owner's call). The backend draft endpoint is sub-ms. - Landing +
/app/move (#16–20, this PR). One Vite build with two HTML entries — the game SPA (index.html) and a new lightweight landing (landing.html→Landing.svelte, reusing the theme/i18n/aboutContentleaf modules, not the app store, so it stays small). The gateway serves the landing at/and the game SPA at/app/and/telegram/(webui.Handler(stripPrefix, indexName)); relative base keeps one build serving every mount with a shareddist/assets/(the planned per-targetbaseconditional proved unnecessary). Correction to the original note: the Telegram Mini App stays at/telegram/— only the plain web app moved off/to/app/, so BotFather is untouched. The landing's "Play in Telegram" link is per-language via two new build varsVITE_TELEGRAM_LINK_EN/VITE_TELEGRAM_LINK_RU(test/prod bots differ → no hardcoding; the button hides when unset). Logo copied.claude/telegram-logo.svg→ui/public/(source stays untracked).
- Edge robustness (folded into the landing PR). (a) Static cache headers — the embedded
http.FileServerovergo:embedhas a zero modtime, so it emitted no validators → the client re-downloaded the whole bundle every launch; now hash-named/assets/*areimmutable(a relaunch is a cache hit) and the HTML shells areno-cache. (b) Live-stream 15 s abort — theSubscribeheartbeat only fired after the first 15 s tick, so the stream sat silent and raced a ~15 s edge idle timeout (constant reconnects in the caddy log); now an immediate heartbeat on open + a 10 s default interval. Both surfaced while diagnosing a reported "slow load in Telegram" that was actually the owner's external network (the server is sub-ms end-to-end) — not a regression.
- Draft persistence — gateway slice + UI (#4/#5/#6, PR #20). FB
- Landing follow-up (owner review pass): reworked from the first cut — the per-language Telegram
link var renamed
VITE_TELEGRAM_LINK_EN/_RU→VITE_TELEGRAM_GAME_CHANNEL_NAME_EN/_RU(it carries a channel username, the landing buildshttps://t.me/<name>; the connector keeps the matching..._CHANNEL_ID_..to post). Switchers became icons — a 🌐 language dropdown (saved, synced to the app) and a ☼/☾ theme toggle that is ephemeral (follows the system scheme, never persisted, no "auto"). The "Play in browser" CTA was dropped (no standalone-web onboarding yet). - Game/Telegram review-pass polish: the USSR flag emblem redrawn (canonical hammer & sickle,
scaled down ×1.5 below the star, the star itself +25%); touch drag enlarges the drag ghost ×1.5
(touch only — the finger hides the tile) and suppresses the iOS tap-highlight that lingered on a
rack tile sliding into a dragged tile's slot; a placed tile can be dragged to another board
cell (it lifts off its origin for the drag, and
touch-action:nonelets the drag win over the board pan when zoomed) and the manual-select ring clears when a tile is recalled; and Telegram fullscreen no longer hides our header under its native nav — the whole header drops below the content-safe-area top inset (title and the right-aligned menu both clear the nav), via--tg-content-topfrom the SDK + atg-fullscreenclass. (Telegram's Mini App SDK exposes no way to set the native nav-bar title, move its buttons, or add items to its "⋯" menu, so we keep our own header and simply push it clear.) - Lobby sort + in-game friend state (review pass, PR C): the my-games lobby now groups games
into your turn / opponent's turn / finished (empty sections hidden) and orders them by last
activity — your-turn oldest-first (the longest-waiting on top), the other two newest-first — in a
compact, line-separated list (the owner's density pick over bordered cards).
gameDTO/ FBGameViewgainedlast_activity_unix(the turn start while active, the finish time once finished). The in-game "add to friends" item is now server-derived (newGET /user/friends/outgoing+friends.outgoingop, returning the addressees already requested — pending or declined, which both read as "request sent") so it is correct across reloads, shows a disabled "✓ in friends" once accepted, and live-updates when the opponent answers:RespondFriendRequestnow publishesfriend_added(accept) /friend_declined(a new notify sub-kind, decline) to the original requester, whose open game re-derives its friend state. Owner decisions: a declined request stays "request sent" (non-revealing); an accepted opponent reads "✓ in friends"; rack-tile reorder while tiles are placed stays disabled by design. - Admin "Messages" moderation section (#18, PR D): a new
/_gm/messagesconsole page lists posted chat messages (nudges excluded) newest-first — time · source (guest / robot / oldest identity kind) · sender (→ user card) · IP · body · game (→ game card) — searchable by sender name / external-id glob masks and pinnable to one game (?game=) or sender (?user=), linked from the game and user cards. Server-rendered (adminconsoleMessagesView+messages.gohtml, 50/page via the shared pager); the list query lives insocial(raw SQL,kind='message', the source via a SQLCASE), reusing the now-exportedaccount.LikePatternglob helper. Owner decisions: messages only (no nudges), separate name/ext masks (matching the Users section), a top-level nav entry plus the card deep-links. - Round-6 follow-up — UX polish + client-IP fix (this PR):
- Client IP through the edge. The compose caddy now sets
trusted_proxies static private_ranges, so the real client IP survives the host-caddy hop (it was logging the docker-network caddy hop172.18.0.xfor chat moderation, and bucketing the gateway's per-IP rate limiter on it). Correct + spoof-safe in both contours (prod has no host caddy → public clients untrusted → real peer used).peerIPunit-tested. - Ad banner gated off behind a compile-time
SHOW_AD_BANNER=falseinScreen.svelte— the{#if}branch, theAdBannerimport andbanner.tsare tree-shaken out of the prod bundle (code kept for post-release polish). - Landing Telegram entry is now just the 64px logo (clickable, no button/caption).
- TG-fullscreen header reworked again: title + menu are one centred pair (hamburger right of the title) pinned to the bottom of the TG nav band, lining up with Telegram's own controls.
- Edge-swipe back (
Screen.svelte): a left-edge rightward drag navigates toback(touch/pen only, armed only from ≤24px so it never fights the board's gestures; skipped inside Telegram, which has its own back). - Chat + word-check are now their own routed screens (
/game/:id/chat,/game/:id/check, header back to the game, no tab-bar) so the soft keyboard simply resizes the visible viewport — mirrored into a--vvhCSS var theScreenheight uses, since iOS doesn't shrinkdvhfor the keyboard — with the input pinned to the bottom: no modal relayout, no page jump (this superseded a first bottom-sheet-Modalattempt). New chat messages raise an unread badge on the in-game hamburger + the Chat menu row (per game, cleared on open), mirroring the lobby badge; the chat screen is routable for a future Telegram deep-link. The TG-fullscreen header was also finalised over a couple of review passes: title + menu as a centred pair inside Telegram's nav band (between--tg-safe-topand--tg-content-top), with a small padding bump so the native controls aren't flush. - Tests backfilled for the merged round-6 work: e2e for the in-game "✓ in friends" item
and a board→board tile relocation; codec units for
last_activity_unix+OutgoingRequestList. - Hide finished games (#5, shipped): a player can remove a finished game from their own
my games list — per-account, finished-only and irreversible (the game stays for the
other players; there is no un-hide). On a finished row a swipe-left (touch) or a tap on
its kebab ⋮ (the desktop affordance) reveals a ❌ that hides it; active rows carry an
inert › chevron purely to keep the right-edge icons aligned. New table
game_hidden(account_id, game_id)+ migration00012;ListGamesForAccountfilters the hidden set;POST /api/v1/user/games/:id/hidebehind thegame.hideedge op (reusingGameActionRequest→ anAck); the lobby drops the card optimistically and keeps the cache in sync. Covered by an integration test (active→ErrGameActive, outsider→ErrNotAPlayer, per-account visibility, idempotent), a gateway transcode test, and a mock e2e (kebab → ❌). - Enriched out-of-app push (#4, shipped): the "your turn" Telegram notification now names
the opponent and recaps their last move — voiced as the opponent,
«{name}: my move — «WORD». Score 120:95»for a scoring play, or a short "swapped / passed, your turn" — and a new game-over notification reports the result + final score when a game ends (any path: closing play, all-pass, resign, timeout). Scores are recipient-first (the reader's score leads), 2- to 4-player (120:95:80).YourTurnEventgainedopponent_name/last_action/last_word/score_line(appended, backward-compatible) and a newGameOverEventcarriesresult/score_line; both emit per-recipient from the game commit (emitMove), join the out-of-app whitelist, and render per language (en/ru) in the Telegram connector. The backend resolves the mover's display name (the score line and result are built per recipient). Covered by notify round-trip, emit, connector-render (en/ru) and routing tests.
- Client IP through the edge. The compose caddy now sets
- Russian Scrabble fixed (#6): the UI sent the variant id
Deferred TODOs (cross-stage)
TODO-1 — publish & version the solver.Done in Stage 14.scrabble-solveris published as modulegitea.iliadenisov.ru/developer/scrabble-solver(taggedv1.0.0, withwordlist/dictdawgde-internalised to public packages);backend/go.modpins it, thego.workreplace and the CI sibling-clone are gone, andGOPRIVATE=gitea.iliadenisov.ru/*fetches it directly (no public proxy/checksum DB). Removes the floatingmasterdependency accepted since Stage 2.TODO-2 — split the solver into engine vs dictionary generator + versioned dictionary artifacts.Done in Stage 14. A new repodeveloper/scrabble-dictionaryholds the word-list sources +cmd/builddict(moved out of the solver, withdictprepand thedictionariessubmodule) and builds the three DAWGs against the published solver + pinneddafsa/alphabetv1.1.0 — the output is byte-identical to the solver's committed fixtures, so the index-drift caveat is handled by construction. Delivered as a Gitea release artifactscrabble-dawg-vX.Y.Z.tar.gz(notgo get; DAWGs are data; one semver label for the whole set); the Go workflows download it forBACKEND_DICT_DIR. The runtime dynamic-reload contract (per-versionBACKEND_DICT_DIR/<version>/viaRegistry.LoadAvailable/engine.OpenWithVersions, Stage 10) is unchanged — a deploy drops a new set into the directory; a version is safe to retire once no active game pins it.TODO-3 — garbage-collect abandoned guest accounts.Done in Stage 12. A periodicaccount.GuestReaperdeletes guests (is_guest) with no game seat at all whose account age exceedsBACKEND_GUEST_RETENTION(default 30 d, swept everyBACKEND_GUEST_REAP_INTERVAL, default 1 h). Two schema facts shaped this, narrowing the original sketch: (1)game_players/chat_messages/complaintsreference accounts withoutON DELETE CASCADE, and a finished game belongs to the other players' history, so a guest with any seat is retained (a delete would be blocked anyway) — hence "no seat", not "no active game"; (2) sessions are revoke-only with no maintainedlast_seen_at, so a lingering session never expires and account age is the abandonment trigger, not "last session gone". The reaped guest'ssessions/identities/account_statsfall away via their ownON DELETE CASCADE.TODO-4 — put the per-game alphabet on the wire (owner's idea, Stage 7).Done in Stage 13. The client is now alphabet-agnostic: it caches each variant's(index, letter, value)table — sent by the backend behindStateRequest.include_alphabeton a per-variant cache miss — and live play exchanges letter indices both ways (rack, submit-play, evaluate, exchange, word-check; a blank rides as the sentinel index 255). The table is produced from the solver ruleset (engine.AlphabetTable), so it is pinned by the solver version and cannot drift from the running backend, andui/src/lib/premiums.tsis now geometry only. The durable journal / history / GCG stay decoded concrete characters (§9.1, unchanged). The DAWG/solver build-time agreement (the original caveat, shared with TODO-2) was discharged in Stage 14: the dict repo builds against the published solver + pinneddafsa/alphabet, byte-identical to the fixtures.- TODO-5 — QR friend codes (owner's idea, Stage 8). Partially done in Stage 9:
the deep-link scheme now exists (
f<code>, shared Go ↔ TS), the bot redeems it on launch, and the UI shows a share-to-Telegram link for an issued code whenVITE_TELEGRAM_LINKis configured. Still open: render the link as a QR so a friend can add you by scanning rather than tapping/typing. The code semantics (12 h TTL, single use, one active per issuer) stay as-is; only the delivery changes. - TODO-6 — smart default for the friend-game "game type" (owner's idea, Stage 8).
The play-with-friends form has no preselected variant today (an empty, required
pick). Default it from the player's history (the variant they play most, from
account_statsor a games query), falling back to their interface language (en → English, ru → Russian/Эрудит). Until then the explicit pick avoids guessing wrong.