From 2ce80c241dd6b5a1f0112342a9c07028c04d3d63 Mon Sep 17 00:00:00 2001 From: Ilia Denisov Date: Fri, 10 Jul 2026 03:12:30 +0200 Subject: [PATCH] fix(ads): fire the hint interstitial on the confirmed move, not on the hint MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Taking a hint fired the post-move interstitial immediately, when the hint's preview tiles landed — interrupting the turn and reverting the board to the rack on the ad's close while the hint stayed spent. Move the trigger to the move confirmation: a hint applied this turn marks it (hintUsedThisTurn), and the confirmed play fires the hint-kind interstitial (its own cooldown) instead of the plain move one; the marker clears on any turn boundary (applyMoveResult) so a hint-then-pass does not leak into the next move. e2e: taking a hint fires no ad; confirming a move does. --- ui/e2e/game.spec.ts | 27 +++++++++++++++++++++++++++ ui/src/game/Game.svelte | 21 +++++++++++++++------ 2 files changed, 42 insertions(+), 6 deletions(-) diff --git a/ui/e2e/game.spec.ts b/ui/e2e/game.spec.ts index fd2512e..ec2f1b3 100644 --- a/ui/e2e/game.spec.ts +++ b/ui/e2e/game.spec.ts @@ -48,6 +48,33 @@ test('placing a tile and confirming via ✅ commits the move', async ({ page }) await expect(page.locator('.make')).toBeHidden(); }); +// Regression: taking a hint must NOT fire the post-move interstitial. Firing on the hint interrupted +// placing the preview and reverted the board on the ad's close while the hint stayed spent (the +// reported bug). In mock mode the ad stub shows an "ad fired" toast, standing in for a real VK ad. +test('taking a hint does not fire the interstitial', async ({ page }) => { + await openGame(page); + // Take a hint (the control confirms on a second tap). It produces a legal preview, so the ✅ + // control appears — proof the hint fired. + const hint = page.getByRole('button', { name: 'Hint' }); + await hint.click(); + await hint.click(); + await expect(page.locator('.make')).toBeVisible(); + // A spurious ad would have toasted by now; none may. + await page.waitForTimeout(400); + await expect(page.getByText('ad fired')).toHaveCount(0); +}); + +// The interstitial fires once the move is CONFIRMED (never on the hint / pass / exchange / resign). +test('confirming a move fires the interstitial', async ({ page }) => { + await openGame(page); + await page.locator('.rack .tile').first().click(); + await page.locator('[data-cell]:not(.filled)').nth(30).click(); + await expect(page.locator('[data-cell].pending')).toHaveCount(1); + + await page.locator('.make').click(); + await expect(page.getByText('ad fired')).toBeVisible(); +}); + test('a placed tile is saved as a draft and restored on reopening the game', async ({ page }) => { await openGame(page); await page.locator('.rack .tile').first().click(); diff --git a/ui/src/game/Game.svelte b/ui/src/game/Game.svelte index bc77ae8..f6ab404 100644 --- a/ui/src/game/Game.svelte +++ b/ui/src/game/Game.svelte @@ -94,6 +94,11 @@ let exchangeOpen = $state(false); let exchangeSel = $state([]); let resignOpen = $state(false); + // hintUsedThisTurn marks that a hint was applied on the current turn, so a confirmed play earns + // the hint-kind interstitial (its own 1-min cooldown) instead of the plain move one. Set in + // doHint when the hint's tiles land, read in commit, and cleared on any turn boundary + // (applyMoveResult) so a hint-then-pass does not leak into the next turn's move. + let hintUsedThisTurn = $state(false); let drag = $state<{ letter: string; blank: boolean; x: number; y: number; touch: boolean } | null>(null); // Landscape (wide) layout: when the viewport is wider than tall the game switches to a // two-column layout — the board fills the right side as a square fitted to the height (no @@ -820,6 +825,9 @@ // applyMoveResult renders the actor's own just-committed move from the response — the move, the // post-move game and the refilled rack — without a follow-up game.state + game.history. function applyMoveResult(r: MoveResult) { + // A turn boundary (play / pass / exchange / resign): clear the hint marker so it never leaks + // into the next turn. commit captures it before this runs. + hintUsedThisTurn = false; view = { game: r.game, seat: r.move.player, @@ -942,6 +950,9 @@ const sub = toSubmit(placement); if (!sub) return; busy = true; + // Capture the hint marker before applyMoveResult clears it: a move played off a hint earns the + // hint-kind interstitial (own cooldown), a plain move the move-kind one. + const usedHint = hintUsedThisTurn; try { applyMoveResult(await source.submitPlay(id, sub.tiles, variant)); if (view?.game.hotseat) await advanceHotseat(); @@ -949,7 +960,7 @@ zoomed = false; // A confirmed move may trigger a post-move interstitial (VK, frequency-gated, client-mirrored). // Only submitPlay earns one — never a pass / exchange / resign. Fire-and-forget. - void maybeShowInterstitial(app.profile?.ads, 'move', { + void maybeShowInterstitial(app.profile?.ads, usedHint ? 'hint' : 'move', { vsAi: !!view?.game.vsAi, online: connection.online && !offlineMode.active, }); @@ -1014,13 +1025,11 @@ } try { const h = await source.hint(id); - // Applying a hint triggers its own post-move interstitial, independent of the move cooldown. - void maybeShowInterstitial(app.profile?.ads, 'hint', { - vsAi: !!view?.game.vsAi, - online: connection.online && !offlineMode.active, - }); if (h.move.tiles.length && view) { placement = placementFromHint(h.move.tiles, view.rack); + // Mark the turn as hinted: the interstitial fires when the player CONFIRMS the move (commit), + // not now — showing it here would interrupt placing the preview and revert the board on close. + hintUsedThisTurn = true; // Scroll the (zoomed) board to the hint's placement rather than the top-left: // focus the centre of the laid tiles' bounding box. const p = placement.pending;