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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