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.
This commit is contained in:
Ilia Denisov
2026-07-06 23:11:17 +02:00
parent 08792dad3d
commit 359af83c34
5 changed files with 95 additions and 34 deletions
+19 -7
View File
@@ -34,35 +34,47 @@
// operator feedback reply (the Settings → Info badge folds in here).
const settingsBadge = $derived(app.notifications + (app.feedbackReplyUnread ? 1 : 0));
// A generation guard so only the LATEST load() writes the module lists. Three triggers (onMount, a
// game event, the offline-mode flip) can overlap, and a slow online gamesList() completing after a
// fast offline list() (or vice versa) would otherwise leave the other mode's games on screen — the
// "wrong game in the lobby after a toggle" bug. A superseded run bails at the checks below.
let loadSeq = 0;
async function load() {
const seq = ++loadSeq;
// Deliberate offline mode: never touch the network. The lobby shows only the device-local
// vs_ai games (reconstructed from the store) plus the New-vs-AI entry; there are no online
// games, invitations or incoming requests to fetch.
if (offlineMode.active) {
games = await localSource.list();
const local = await localSource.list();
if (seq !== loadSeq) return;
games = local;
invitations = [];
incoming = [];
atGameLimit = false;
app.notifications = 0;
setLobby({ games, invitations, incoming, atGameLimit });
setLobby({ games, invitations, incoming, atGameLimit, offline: offlineMode.active });
app.lobbyReady = true;
return;
}
try {
const list = await gateway.gamesList();
if (seq !== loadSeq) return;
games = list.games;
// Seed the per-game unread badges from the authoritative list. The live stream only raises
// unread (it never seeds it from a GameView), so a persisted unread survives a reload here.
for (const g of games) seedChatUnread(g.id, g.unreadChat, g.unreadMessages);
atGameLimit = list.atGameLimit;
if (!guest) {
[invitations, incoming] = await Promise.all([gateway.invitationsList(), gateway.friendsIncoming()]);
const [inv, inc] = await Promise.all([gateway.invitationsList(), gateway.friendsIncoming()]);
if (seq !== loadSeq) return;
invitations = inv;
incoming = inc;
// The ⚙️ badge counts incoming friend requests plus an awaiting feedback reply;
// invitations surface in their own lobby section above.
app.notifications = incoming.length;
void refreshFeedbackBadge();
}
setLobby({ games, invitations, incoming, atGameLimit });
setLobby({ games, invitations, incoming, atGameLimit, offline: offlineMode.active });
// Warm the cache for the ongoing games so opening one from the lobby is instant. The list
// just loaded, so the connection is up; the call is non-blocking and re-running it on each
// lobby refresh cheaply warms any newly appeared game (already-cached ones are skipped).
@@ -85,7 +97,7 @@
onMount(() => {
// Render instantly from the cached lists (so the screen does not "draw in" during
// the back-slide), then refresh in the background.
const cached = getLobby();
const cached = getLobby(offlineMode.active);
if (cached) {
games = cached.games;
invitations = cached.invitations;
@@ -214,7 +226,7 @@
revealedId = null;
const prev = games;
games = games.filter((g) => g.id !== id); // optimistic; the backend already filters it out
setLobby({ games, invitations, incoming, atGameLimit });
setLobby({ games, invitations, incoming, atGameLimit, offline: offlineMode.active });
try {
// A local (offline) game is deleted from the device store; an online game is hidden on the
// backend. Routing by id keeps the delete off the network for a local game (the transport
@@ -223,7 +235,7 @@
else await gateway.hideGame(id);
} catch (e) {
games = prev;
setLobby({ games, invitations, incoming, atGameLimit });
setLobby({ games, invitations, incoming, atGameLimit, offline: offlineMode.active });
handleError(e);
}
}