> **RUN-STATE: Round 2 | Pass B in progress (1 game/chunk) | ✅ This or That, ✅ How Well (both full playthroughs, results match, no crash). NEXT ACTION: play Desire Sync → Connection Challenges → Memory Lane → Spin the Wheel → Date Match (Desire Sync + Memory Lane need a Sam-premium toggle; remember to exit games via Back to Play so the session closes). Then Pass C deep/stateful + nav/back; live notification matrix; D3 non-member; Pass F (incl. F-OBS).**
> Pass-B note: a finished game keeps its session active until a player exits the results (Back to Play); leaving both on results blocks the next game until "End their game". Exit cleanly between games.
> R2-1 DONE: A-001 couple-shared re-verified live (Desire Sync/Memory Lane/Wheel enter when partner premium; free→paywall). **D-001 (P1) FIXED+DEPLOYED** (capsules/challenges rules; Memory Lane + Connection Challenges now load). Sam reverted to free (baseline).
> **EXECUTION MODE: autonomous run-to-completion — do NOT stop; fix blockers inline; keep cycling fix→re-QA until flawless. Do NOT hand back when context fills — the harness auto-compacts and you continue from THIS run-state (re-read it + coverage after any summary). Commit before interruptible work; recover stuck sessions via the session-start ritual.**
> **STANDING AUTHORIZATION (user, 2026-06-24): may `firebase deploy --only firestore:rules` + has admin access (Firestore reads/writes/seeds + entitlement toggles) — run these without pausing. Only the macOS requirement for iOS (Parts 2/3) remains a hard stop.**
| A-001 | Premium gating | PlayHubViewModel, DesireSyncScreen, MemoryLaneScreen, ConnectionChallengesScreen, QuestionPackLibraryViewModel, wheel CategoryPicker/SpinWheel/WheelHistory(VMs) | **P1** | These gated on per-user `EntitlementChecker.isPremium()` instead of couple-shared. A free partner of a premium user stayed locked. | Set Sam premium, QA free → QA Play hub still showed 🔒 on Desire Sync + Memory Lane. | **FIXED**`e8892a9` — routed all gates through `CouplePremiumChecker` (now exposes isPremium/hasPremium resolving partner internally). Verified: Sam premium → QA enters Desire Sync; both free → QA → paywall. |
| A-003 | Premium UI (cosmetic) | PlayHubScreen (Desire Sync + Memory Lane cards) | **P3** | The "🔒 Premium" badge on these two cards is static (rendered in separate card composables that don't receive `hasPremium`), so it still shows a lock even when the couple has premium access. Feature IS accessible (gate fixed in A-001) — only the badge is misleading. | With couple premium, QA's Play hub still shows 🔒 Premium on Desire Sync/Memory Lane though tapping enters the game. | Open (deferred — thread hasPremium into the card composables) |
**Note (by-design, not a bug):** `SubscriptionScreen` uses per-user `isPremium()` — correct, it reflects the user's *own* subscription/account state, not a feature gate.
## Pass B — Games lifecycle (launch/crash sweep done; full two-device lifecycle partial)
| ID | Area | Screen/Route | Severity | Description | Repro | Status |
|---|---|---|---|---|---|---|
| B-001 | Games / sessions | couples/{id}/sessions | **P3** (observe) | A stale `active` wheel session (startedBy QA, `createdAt` missing/undefined) blocked **all** games ("Waiting for Sam"). In-app **"End their game" recovery works** (session→completed, games unblocked). Likely a prior-test artifact, but: sessions appearing without a timestamp + one stale session blocking every game is worth a guard. | Open This or That → "Waiting for Sam… Sam is playing a Wheel game"; tap End their game → unblocked. | Open |
**Launch/crash sweep (QA, free):** This or That ✅ (mood/length select), How Well Do You Know Me ✅ (intro), Connection Challenges ✅, Spin the Wheel ✅ — all render, **no FATAL**. Desire Sync + Memory Lane are premium-gated (covered in Pass A; gameplay needs premium toggle). Date Match: todo. Full two-device start→finish + results not exhaustively re-run this round (the prior round verified `onGameSessionUpdate` start/finish end-to-end).
_Deep/stateful screens (answer reveal, wheel session/complete, date match/builder/matches, bucket list, memory capsule, history, paywall, auth/onboarding/pairing) need their states set up — pending next chunk._
**Pass B requirement (updated):** each game must be **played one complete time through on both devices** (start → every step → finish/reveal/results), not just launched. Round 1 did launch-only → **full playthroughs owed in Round 2** for all 7 (premium games need a premium toggle). A launch-only result = `partial`, not `pass`.
**Pass C requirement (added):** **navigation from every entry point** (each screen reached from all its links — e.g. conversation from inbox/Discuss/notification; game from Play/notification; paywall from each gate) + **back-stack / "double-back"** (system back AND in-app back return to the right place from each entry; no dead-ends, no exit-app surprise, **no screen needing two backs**/duplicate stack entries; deep-link/notification entries land with a sane back stack). Owed in Round 2. Wrong/double back or dead-end = P2 (P1 if it traps the user).
| D-001 | Rules — missing subcollection rules | **P1** | `couples/{id}/capsules` and `couples/{id}/challenges` had **no `match` block** → default-deny → **Memory Lane hung on its loading heart** and **Connection Challenges** couldn't load (live `PERMISSION_DENIED` confirmed). Two premium features broken. | Sam premium, QA opens Memory Lane → stuck loading heart; logcat `Listen for Query(.../capsules) failed: PERMISSION_DENIED`. | **FIXED + DEPLOYED** — added member-read + ciphertext-enforcing `capsules` rule (title/content/promptUsed must be `enc:v1:`) and a `challenges` rule (catalog-referenced, progress-only). Re-verified live: Memory Lane shows empty state, Connection Challenges shows the series list, **0 permission errors**. |
| F-OBS | Resilience (UI) | **P3** | MemoryLaneScreen (and likely others) **hangs on the loading indicator forever** when a Firestore query fails, instead of showing an error/empty state. Masked the D-001 root cause. Add load-failure handling. | Was visible before D-001 fix (stuck heart). | Open (Pass F) |
| (outcomes) | Rules | — | The Round-1 `outcomes` list `PERMISSION_DENIED` is **by-design** — the rule restricts reads to specific dayKeys (`day_0/30/60/90`); a bare list query is correctly denied. Not a bug. | — | Closed (by-design) |
- **Copy carries no private content:** all function notification bodies are generic ("Tap to read and reply", "Answer together before it expires", etc.); `${title}` refers to public question/game titles, not user answers. ✓ (ties to D6)
- **Routing:** centralized in `PartnerNotificationType` (`fromRemoteType` → `routeFor`); chat opens the exact conversation, reveal→answerReveal(questionId), games→Play, capsule→Memory Lane, etc.
| E-001 | Notification routing | **P2** | Type-string mismatch: functions send `daily_question` + `challenge_day_ready`, but client mapped only `daily_question_reminder` + `challenge_waiting` → tapping those did NOT deep-link to Today / Connection Challenges. | **FIXED**`<pending-commit>` — added `daily_question`/`challenge_day_ready` to `fromRemoteType` (build green; live tap-verify deferred). |
| E-002 | Notification routing | **P3** | `partner_left`, `partner_deleted_account`, `invite_created`, `spki` are unmapped → tap lands on default (no deep-link). Informational types; acceptable but ideally routed. | Open |
_Full live delivery matrix (17 types × foreground/background/killed) deferred — key types verified prior round; routing now code-correct._