fix(offline): delete a finished local game from the device, not the network
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The lobby's finished-game delete (hide) always called gateway.hideGame; for a local (offline) game the transport kill switch refused it, so it toasted and the game stayed. Route by id: a local game is removed from the device store + the source cache (LocalSource.delete), an online game still hides on the backend.
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@@ -40,6 +40,7 @@ export const localSource = {
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draftSave: (_id, _json) => load().then((s) => s.draftSave()),
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create: (opts) => load().then((s) => s.create(opts)),
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list: () => load().then((s) => s.list()),
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delete: (id) => load().then((s) => s.delete(id)),
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// events must return the unsubscribe synchronously (the screen subscribes in onMount), so it wires
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// the real subscription once the engine loads and, until then, cancels a pending subscribe.
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events: (id, onEvent) => {
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@@ -53,7 +54,7 @@ export const localSource = {
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unsub();
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};
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},
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} satisfies GameLoopSource & Pick<LocalSource, 'events' | 'create' | 'list'>;
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} satisfies GameLoopSource & Pick<LocalSource, 'events' | 'create' | 'list' | 'delete'>;
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/**
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* gameSource returns the source that runs the game with the given id: the local engine for a local
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@@ -65,6 +65,14 @@ describe('LocalSource.list', () => {
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expect(g.seats[1].accountId).not.toBe('acct-42'); // the robot keeps a synthetic id
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});
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it('delete removes a stored local game from the list', async () => {
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const src = new LocalSource();
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await src.create(opts('local:x', 5n));
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expect((await src.list()).map((g) => g.id)).toContain('local:x');
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await src.delete('local:x');
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expect((await src.list()).map((g) => g.id)).not.toContain('local:x');
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});
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it('reconstructs a game persisted by a previous session (not in the source cache)', async () => {
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// Seed the store via one source, then list from a fresh source whose in-memory cache is empty.
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await new LocalSource().create(opts('local:old', 7n));
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@@ -10,7 +10,7 @@
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import { LocalGame, type LocalMove } from './engine';
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import { serializeGame, replayGame, type LocalGameRecord, type Seat as LocalSeat } from './serialize';
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import { getLocalGame, saveLocalGame, listLocalGames } from './store';
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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 { LOCAL_ID_PREFIX, isLocalGameId } from './id';
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@@ -151,6 +151,14 @@ export class LocalSource implements GameLoopSource {
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return views;
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}
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/** delete removes a local game from the store and the in-memory cache — the offline lobby's
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* finished-game delete. Best-effort: a failed store delete still drops it from this session. */
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async delete(gameId: string): Promise<void> {
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this.live.delete(gameId);
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this.listeners.delete(gameId);
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await deleteLocalGame(gameId);
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}
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async gameState(gameId: string): Promise<StateView> {
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return this.stateView(await this.load(gameId));
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}
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@@ -14,7 +14,7 @@
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import { getLobby, setLobby } from '../lib/lobbycache';
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import { preloadGames } from '../lib/preload';
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import { kickDictPreload, offlineMode } from '../lib/offline.svelte';
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import { localSource } from '../lib/gamesource';
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import { localSource, isLocalGameId } from '../lib/gamesource';
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import { gamePhase, groupGames, orderedSeats, scoreStanding, shouldBlink, type LobbyPhase } from '../lib/lobbysort';
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import type { AccountRef, GameView, Invitation } from '../lib/model';
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import { VARIANT_FLAG, VARIANT_RULES } from '../lib/variants';
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@@ -216,7 +216,11 @@
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games = games.filter((g) => g.id !== id); // optimistic; the backend already filters it out
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setLobby({ games, invitations, incoming, atGameLimit });
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try {
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await gateway.hideGame(id);
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// A local (offline) game is deleted from the device store; an online game is hidden on the
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// backend. Routing by id keeps the delete off the network for a local game (the transport
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// kill switch would otherwise refuse it offline).
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if (isLocalGameId(id)) await localSource.delete(id);
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else await gateway.hideGame(id);
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} catch (e) {
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games = prev;
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setLobby({ games, invitations, incoming, atGameLimit });
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