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.
This commit is contained in:
Ilia Denisov
2026-07-06 16:59:36 +02:00
parent fd225564a3
commit 3a72bc29ba
4 changed files with 25 additions and 4 deletions
+9 -1
View File
@@ -10,7 +10,7 @@
import { LocalGame, type LocalMove } from './engine';
import { serializeGame, replayGame, type LocalGameRecord, type Seat as LocalSeat } from './serialize';
import { getLocalGame, saveLocalGame, listLocalGames } from './store';
import { getLocalGame, saveLocalGame, listLocalGames, deleteLocalGame } from './store';
import { RULESETS } from './ruleset';
import { getDawg } from '../dict';
import { LOCAL_ID_PREFIX, isLocalGameId } from './id';
@@ -151,6 +151,14 @@ export class LocalSource implements GameLoopSource {
return views;
}
/** delete removes a local game from the store and the in-memory cache — the offline lobby's
* finished-game delete. Best-effort: a failed store delete still drops it from this session. */
async delete(gameId: string): Promise<void> {
this.live.delete(gameId);
this.listeners.delete(gameId);
await deleteLocalGame(gameId);
}
async gameState(gameId: string): Promise<StateView> {
return this.stateView(await this.load(gameId));
}