feat(offline): transport kill switch + gate the network-requiring UI
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Offline mode was 'fiction': the UI only disabled the Stats tab, but Profile was reachable and a profile save actually hit the server and reported 'saved'. Two layers now: - Transport kill switch (transport.ts): in offline mode every network op — each unary RPC (exec), the live stream (subscribe), the dict/metrics fetches and the reachability probe — is refused before it leaves the device. Offline truly means offline regardless of any UI that slips through. The local (device-only) game path never uses this transport, so it is unaffected. - UI gating: the Profile and Friends tabs (SettingsHub) and the Feedback entry (About) are disabled offline, and the hub falls back to Settings (which holds the online/offline toggle); the lobby Stats tab was already disabled. In-game social/export are already hidden for a vs_ai game. Online unaffected (offlineMode is off): e2e 196. Offline gating is contour-verified (the mock e2e cannot enter offline).
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@@ -2,6 +2,7 @@
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import { t } from '../lib/i18n/index.svelte';
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import { app } from '../lib/app.svelte';
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import { navigate } from '../lib/router.svelte';
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import { offlineMode } from '../lib/offline.svelte';
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import { aboutContent } from '../lib/aboutContent';
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import { onExternalLinkClick } from '../lib/links';
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@@ -35,7 +36,7 @@
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<p class="muted">{t('about.version', { v: version })}</p>
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{#if !(app.profile?.isGuest ?? true)}
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<button class="feedback" onclick={() => navigate('/feedback')}>
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<button class="feedback" disabled={offlineMode.active} onclick={() => navigate('/feedback')}>
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{t('feedback.title')}{#if app.feedbackReplyUnread}<span class="fbadge">1</span>{/if}
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</button>
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{/if}
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