feat(ui): explicit offline state inside an online game (+ offline word check)
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When an online game loses the connection the game screen now says so and freezes
instead of silently greying out: a "connection lost" banner appears and the rack,
the move controls, the add-friend/block controls and the chat/dictionary entry all
disable (a started move stays a draft, committed by the player on reconnect). It is
driven off the net-state machine (netState.offline), so it also covers the
Telegram/VK mini-apps, where a lost connection was previously mute in-game.

If the player is already in the dictionary when the drop happens, the word check
falls back to the game's pinned on-device dictionary (exact when that dawg is
cached; "unavailable offline" otherwise) and the network-only complaint + external
look-up hide. Chat, when already open, keeps its existing read-only degrade
(send/nudge disable). New pure helper localWordCheck is unit-tested; the in-game
gating gets an e2e.
This commit is contained in:
Ilia Denisov
2026-07-14 08:53:18 +02:00
parent c34e2a8dbf
commit 28afcff551
11 changed files with 212 additions and 11 deletions
+49
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@@ -0,0 +1,49 @@
import { afterEach, describe, expect, it, vi } from 'vitest';
import { setAlphabet } from '../alphabet';
// getDawg is the only side-effecting dependency; stub it so the test exercises localWordCheck's
// own logic (load -> encode -> membership -> null handling) against a fake reader, not a real DAWG.
vi.mock('./loader', () => ({ getDawg: vi.fn() }));
import { getDawg } from './loader';
import { localWordCheck } from './check';
const mockedGetDawg = vi.mocked(getDawg);
// A tiny cached alphabet so indexForLetter can encode the test words.
setAlphabet('scrabble_en', [
{ index: 0, letter: 'A', value: 1 },
{ index: 1, letter: 'B', value: 3 },
{ index: 2, letter: 'C', value: 3 },
]);
describe('localWordCheck', () => {
afterEach(() => vi.clearAllMocks());
it('returns true when the dawg contains the word', async () => {
mockedGetDawg.mockResolvedValue({ indexOf: () => 5 } as never);
expect(await localWordCheck('scrabble_en', 'v1', 'AB')).toBe(true);
});
it('returns false when the dawg does not contain the word', async () => {
mockedGetDawg.mockResolvedValue({ indexOf: () => -1 } as never);
expect(await localWordCheck('scrabble_en', 'v1', 'AB')).toBe(false);
});
it('returns null when the dawg is unavailable (offline and uncached)', async () => {
mockedGetDawg.mockResolvedValue(null);
expect(await localWordCheck('scrabble_en', 'v1', 'AB')).toBe(null);
});
it('encodes the word to alphabet indices for the membership test', async () => {
const indexOf = vi.fn(() => 0);
mockedGetDawg.mockResolvedValue({ indexOf } as never);
await localWordCheck('scrabble_en', 'v1', 'CAB');
expect(indexOf).toHaveBeenCalledWith([2, 0, 1]);
});
it('loads the dawg for the pinned (variant, version)', async () => {
mockedGetDawg.mockResolvedValue({ indexOf: () => 1 } as never);
await localWordCheck('scrabble_en', 'v1.3.0', 'AB');
expect(mockedGetDawg).toHaveBeenCalledWith('scrabble_en', 'v1.3.0');
});
});
+26
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@@ -0,0 +1,26 @@
// Offline word-check fallback for an online game. An online game's dictionary check normally goes to
// the gateway (game.check_word); while disconnected that call fails, so the check falls back to the
// game's own pinned dictionary read locally. Using the game's pinned (variant, version) means the
// answer matches the server's — no divergence — as long as that dawg is available on-device; if it
// is not cached/bundled offline, the check is simply unavailable (null). The membership test mirrors
// the local engine's dictionaryHas (encode to alphabet indices, then Dawg.indexOf).
import { getDawg } from './loader';
import { indexForLetter } from '../alphabet';
import type { Variant } from '../model';
/**
* localWordCheck reports whether word is in the (variant, version) dictionary using the on-device
* dawg, or null when that dawg cannot be obtained (offline and neither cached nor bundled). word
* must already be sanitised to the variant's alphabet (as the check panel does).
*/
export async function localWordCheck(
variant: Variant,
version: string,
word: string,
): Promise<boolean | null> {
const dawg = await getDawg(variant, version);
if (!dawg) return null;
const idx = Array.from(word, (ch) => indexForLetter(variant, ch));
return dawg.indexOf(idx) >= 0;
}
+2
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@@ -133,6 +133,8 @@ export const en = {
'game.complaintSent': 'Thanks, sent for review.',
'game.check': 'Check',
'game.checkWait': 'Please wait a moment.',
'game.checkOffline': 'Word check is unavailable offline.',
'game.offlineBanner': 'Connection lost — your move will send once youre back online.',
'game.noHintOptions': 'No options with your letters.',
'game.thinking': 'thinking…',
+2
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@@ -133,6 +133,8 @@ export const ru: Record<MessageKey, string> = {
'game.complaintSent': 'Спасибо, отправлено на проверку.',
'game.check': 'Проверить',
'game.checkWait': 'Секунду, пожалуйста.',
'game.checkOffline': 'Проверка недоступна офлайн.',
'game.offlineBanner': 'Связь потеряна — ход отправится, когда вернётся сеть.',
'game.noHintOptions': 'Нет вариантов с вашим набором.',
'game.thinking': 'думает…',