fix(offline): zero tile weights on cold boot + wrong-mode game in the lobby
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Two pre-existing offline bugs, both exposed once offline mode became usable (cold boot + toggling), owner-reported on the contour. Bug 1 -- offline tiles render weight 0. The rack/board read tile values from the lib/alphabet cache, populated only by the online wire codec (server-sent alphabet) or the mock (so the e2e masked it). A local game never goes through the codec, so on a cold offline boot with no prior online session the cache was empty and every value read 0 (scores stayed correct -- they come from the offline ruleset). Fix: the local source seeds lib/alphabet from the static offline ruleset (letters + values) when it builds a game view. Bug 2 -- the lobby showed (and could open) the other mode's game after a toggle. Two causes: (a) the lobby cache was not mode-tagged, so getLobby() instant-rendered the last snapshot regardless of mode; (b) load() wrote the module list after an await with no generation guard, so a slow online gamesList() finishing after a fast offline list() (or vice versa) left the wrong mode's games on screen. Fix: tag the snapshot with offline and gate getLobby() on it; add a load-sequence guard so only the latest load() writes. - localgame/source.ts: ensureAlphabet from the ruleset in gameView (+ unit test). - lobbycache.ts: LobbySnapshot.offline + getLobby(offline) mode check (+ tests). - Lobby.svelte: setLobby tags the mode; load() carries a generation guard. check 0 / unit 485 / e2e 198 / app entry 113.8/114.
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@@ -13,6 +13,7 @@ import { serializeGame, replayGame, type LocalGameRecord, type Seat as LocalSeat
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import { getLocalGame, saveLocalGame, listLocalGames, deleteLocalGame } from './store';
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import { RULESETS } from './ruleset';
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import { getDawg } from '../dict';
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import { setAlphabet, hasAlphabet } from '../alphabet';
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import { LOCAL_ID_PREFIX, isLocalGameId } from './id';
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import { decide } from '../robot/strategy';
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import { GatewayError, type PlacedTile } from '../client';
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@@ -345,8 +346,22 @@ export class LocalSource implements GameLoopSource {
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return { game: this.gameView(entry), seat, rack, bagLen: entry.game.bagLength, hintsRemaining: 1, walletBalance: 0 };
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}
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// Offline there is no server to send the per-variant alphabet table (letters + tile values) the
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// rack and board render from (lib/alphabet); seed it from the static offline ruleset so a cold-
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// booted local game shows real tile weights instead of zeros. Idempotent and cheap — a no-op once
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// the table is cached (from here or a prior online session).
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private ensureAlphabet(variant: Variant): void {
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if (hasAlphabet(variant)) return;
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const rs = RULESETS[variant];
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setAlphabet(
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variant,
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rs.letters.map((letter, index) => ({ index, letter, value: rs.values[index] })),
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);
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}
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private gameView(entry: Live): GameView {
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const { game, record } = entry;
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this.ensureAlphabet(record.variant);
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const seats: Seat[] = record.seats.map((s, i) => ({
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seat: i,
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accountId: s.accountId ?? `${LOCAL_ID_PREFIX}${s.kind}:${i}`,
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