fix(offline): route word-check through the game source; reload lobby on offline flip
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Two offline bugs found on the contour:
- The word-check screen (CheckScreen) called gateway.gameState/checkWord
directly, so in an offline (local) game it hit the network and errored
("something went wrong"). Route both through gameSource(id) — the local
source answers from the device dawg. The complaint control (online-only,
no offline backend) is hidden for a local game.
- The lobby did not react to the offline-mode toggle (which lives in Settings,
so the lobby can stay mounted): an online game lingered until the next
reload. Reload on an offlineMode flip so entering offline immediately shows
only device-local games.
Cold offline launch hanging on the splash (boot still fetches the profile over
the network) is the separate C2 offline-boot follow-up (needs a persisted
profile + a boot short-circuit).
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@@ -1,6 +1,7 @@
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<script lang="ts">
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import { onMount } from 'svelte';
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import { gateway } from '../lib/gateway';
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import { gameSource, isLocalGameId } from '../lib/gamesource';
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import { handleError, showToast } from '../lib/app.svelte';
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import { t } from '../lib/i18n/index.svelte';
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import { alphabetLetters } from '../lib/alphabet';
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@@ -20,8 +21,10 @@
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onMount(async () => {
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try {
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// Include the alphabet so input sanitising + the check accept the variant's letters.
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const st = await gateway.gameState(id, true);
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// Include the alphabet so input sanitising + the check accept the variant's letters. Routed
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// through gameSource so an offline (local) game resolves its state from the device, not the
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// network.
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const st = await gameSource(id).gameState(id, true);
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variant = st.game.variant;
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} catch (e) {
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handleError(e);
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@@ -41,7 +44,7 @@
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cooling = true;
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setTimeout(() => (cooling = false), 5000);
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try {
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const r = await gateway.checkWord(id, w, variant);
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const r = await gameSource(id).checkWord(id, w, variant);
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checked.set(w, r.legal);
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result = { word: w, legal: r.legal };
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} catch (e) {
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@@ -77,7 +80,11 @@
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: t('game.wordIllegal', { word: result.word })}
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</p>
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<div class="actions">
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<button class="complain" onclick={complain}>{t('game.complain')}</button>
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<!-- Complaints go to the admin over the network; a local (offline) game has no backend to
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receive them, so the control is dropped there. -->
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{#if !isLocalGameId(id)}
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<button class="complain" onclick={complain}>{t('game.complain')}</button>
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{/if}
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{#if result.legal}
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<a
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class="lookup"
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@@ -101,6 +101,18 @@
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// over the slower live stream; gating it keeps the card, its blink and the toast on one event.
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if (app.lastEvent && app.lastEvent.kind !== 'heartbeat') void load();
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});
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// Reload when the deliberate offline mode flips (the toggle lives in Settings, so the lobby can
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// stay mounted across the change): entering offline must immediately drop the online games and
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// show only the device-local ones, and leaving it must refetch the online lobby. Guarded so the
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// initial run — already covered by onMount — does not double-load.
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let wasOffline = offlineMode.active;
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$effect(() => {
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const now = offlineMode.active;
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if (now !== wasOffline) {
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wasOffline = now;
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void load();
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}
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});
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const myId = $derived(app.session?.userId ?? '');
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const groups = $derived(groupGames(games, myId, app.chatUnread));
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