feat(offline): hotseat creation roster + host-participate flow

NewGame offline 'with friends' now builds a local pass-and-play game:
- lib/roster.ts: keep-last-valid name + roster->seats (unit-tested).
- NewGame.svelte: master host-PIN gate (rows disabled until set),
  'are you playing too?' prompt seating the host at row 0, 2-4 player
  rows with inline name validation + optional per-seat PIN, add/remove
  (remove behind the master PIN), variant + multiple-words, Start.
- PinPad: verification via a verify(pin) callback (UI-held lock at
  creation, source-held in-game) instead of a lock prop.
- i18n: hotseat.* (en + ru); the offline mode selector is now shown offline.
This commit is contained in:
Ilia Denisov
2026-07-07 11:28:17 +02:00
parent 8c67d679d9
commit 6216359c6f
6 changed files with 393 additions and 14 deletions
+14 -11
View File
@@ -2,15 +2,17 @@
// Apple-lock-screen-style 4-digit PIN pad for offline pass-and-play (hotseat) games. // Apple-lock-screen-style 4-digit PIN pad for offline pass-and-play (hotseat) games.
// Modes: // Modes:
// set — enter a PIN, then repeat it to confirm; emits { kind: 'set', lock }. // set — enter a PIN, then repeat it to confirm; emits { kind: 'set', lock }.
// verify — enter a PIN; auto-checks against `lock` on the 4th digit; emits // verify — enter a PIN; runs `verify(pin)` on the 4th digit; emits { kind: 'verified' }
// { kind: 'verified' } or shakes + clears on a wrong PIN. // or shakes + clears on a wrong PIN.
// change — verify the current PIN (against `lock`), then offer "set a new PIN" // change — run `verify` on the current PIN, then offer "set a new PIN" (the set flow)
// (the set flow) or, when allowRemove, "remove PIN" ({ kind: 'removed' }). // or, when allowRemove, "remove PIN" ({ kind: 'removed' }).
// The pad never shows an OK button: entering the 4th digit is the action. PIN storage // Verification is delegated to the caller's `verify` callback: at creation time it checks a
// is a social lock, not cryptography — see lib/pin.ts. // UI-held lock (lib/pin verifyPin); in-game it delegates to the local source (which holds the
// stored lock). The pad never shows an OK button: entering the 4th digit is the action. PIN
// storage is a social lock, not cryptography — see lib/pin.ts.
import Modal from './Modal.svelte'; import Modal from './Modal.svelte';
import { t } from '../lib/i18n/index.svelte'; import { t } from '../lib/i18n/index.svelte';
import { newLock, verifyPin, type PinLock } from '../lib/pin'; import { newLock, type PinLock } from '../lib/pin';
/** PinResult is the outcome handed to onresult when the pad completes. */ /** PinResult is the outcome handed to onresult when the pad completes. */
export type PinResult = export type PinResult =
@@ -21,14 +23,15 @@
let { let {
mode, mode,
title = '', title = '',
lock, verify,
allowRemove = false, allowRemove = false,
onclose, onclose,
onresult, onresult,
}: { }: {
mode: 'set' | 'verify' | 'change'; mode: 'set' | 'verify' | 'change';
title?: string; title?: string;
lock?: PinLock; /** Verifies an entered PIN (required for 'verify' and 'change'). */
verify?: (pin: string) => Promise<boolean>;
allowRemove?: boolean; allowRemove?: boolean;
onclose?: () => void; onclose?: () => void;
onresult: (r: PinResult) => void; onresult: (r: PinResult) => void;
@@ -70,13 +73,13 @@
busy = true; busy = true;
try { try {
if (phase === 'old') { if (phase === 'old') {
if (lock && (await verifyPin(buffer, lock))) { if (verify && (await verify(buffer))) {
buffer = ''; buffer = '';
error = false; error = false;
phase = 'menu'; phase = 'menu';
} else fail(); } else fail();
} else if (phase === 'enter' && mode === 'verify') { } else if (phase === 'enter' && mode === 'verify') {
if (lock && (await verifyPin(buffer, lock))) onresult({ kind: 'verified' }); if (verify && (await verify(buffer))) onresult({ kind: 'verified' });
else fail(); else fail();
} else if (phase === 'enter') { } else if (phase === 'enter') {
first = buffer; first = buffer;
+10
View File
@@ -398,6 +398,16 @@ export const en = {
'pin.wrong': 'Wrong PIN', 'pin.wrong': 'Wrong PIN',
'pin.setNew': 'Set a new PIN', 'pin.setNew': 'Set a new PIN',
'pin.remove': 'Remove PIN', 'pin.remove': 'Remove PIN',
'hotseat.hostPin': 'Host password',
'hotseat.setPin': 'Password',
'hotseat.changePin': 'Change',
'hotseat.playerName': 'Player name',
'hotseat.addPlayer': 'Add player',
'hotseat.removePlayer': 'Remove player',
'hotseat.hostPlaysTitle': 'Are you playing too?',
'hotseat.hostPlaysYes': 'Yes, I play',
'hotseat.hostPlaysNo': 'No',
} as const; } as const;
export type MessageKey = keyof typeof en; export type MessageKey = keyof typeof en;
+10
View File
@@ -398,4 +398,14 @@ export const ru: Record<MessageKey, string> = {
'pin.wrong': 'Неверный PIN', 'pin.wrong': 'Неверный PIN',
'pin.setNew': 'Задать новый PIN', 'pin.setNew': 'Задать новый PIN',
'pin.remove': 'Удалить пароль', 'pin.remove': 'Удалить пароль',
'hotseat.hostPin': 'Пароль ведущего',
'hotseat.setPin': 'Пароль',
'hotseat.changePin': 'Изменить',
'hotseat.playerName': 'Имя игрока',
'hotseat.addPlayer': 'Добавить игрока',
'hotseat.removePlayer': 'Удалить игрока',
'hotseat.hostPlaysTitle': 'Принимаете участие в игре?',
'hotseat.hostPlaysYes': 'Да, играю',
'hotseat.hostPlaysNo': 'Нет',
}; };
+50
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@@ -0,0 +1,50 @@
import { describe, expect, it } from 'vitest';
import { buildSeats, commitName, rosterReady, type RosterRow } from './roster';
describe('commitName (keep-last-valid)', () => {
it('commits a valid, trimmed name', () => {
expect(commitName('Ann', '')).toBe('Ann');
expect(commitName(' Ann ', '')).toBe('Ann');
});
it('keeps the previous valid name when the input goes invalid', () => {
expect(commitName('', 'Ann')).toBe('Ann');
expect(commitName(' ', 'Ann')).toBe('Ann');
expect(commitName('a'.repeat(33), 'Ann')).toBe('Ann'); // over the 32-rune cap
expect(commitName('_bad', 'Ann')).toBe('Ann'); // leading separator
});
it('replaces the committed name with a newer valid one', () => {
expect(commitName('Bob', 'Ann')).toBe('Bob');
});
});
describe('rosterReady', () => {
const row = (committed: string): RosterRow => ({ name: committed, committed });
it('needs 2-4 rows, each with a committed name', () => {
expect(rosterReady([row('A'), row('B')])).toBe(true);
expect(rosterReady([row('A'), row('B'), row('C'), row('D')])).toBe(true);
});
it('rejects fewer than 2, more than 4, or an empty row', () => {
expect(rosterReady([row('A')])).toBe(false);
expect(rosterReady([row('A'), row('B'), row('C'), row('D'), row('E')])).toBe(false);
expect(rosterReady([row('A'), row('')])).toBe(false);
});
});
describe('buildSeats', () => {
it('maps committed rows to account-less human seats, carrying the PIN', () => {
const lock = { hash: 'h', salt: 's' };
const seats = buildSeats([
{ name: 'Ann', committed: 'Ann', pin: lock },
{ name: 'x', committed: 'Bob' },
]);
expect(seats).toEqual([
{ kind: 'human', name: 'Ann', pin: lock },
{ kind: 'human', name: 'Bob', pin: undefined },
]);
expect(seats.every((s) => !('accountId' in s) || s.accountId === undefined)).toBe(true);
});
});
+32
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@@ -0,0 +1,32 @@
// Pure helpers for the offline hotseat (pass-and-play) creation roster: keeping a last-valid name as
// a row is edited, and turning the finished roster into engine seats. Kept out of the component so it
// is unit-testable; the form itself is exercised by the e2e layer.
import { validDisplayName } from './profileValidation';
import type { PinLock } from './pin';
import type { Seat } from './localgame/serialize';
/** RosterRow is one editable player row: the live input, the last valid name kept when the input
* goes invalid, and the optional per-seat PIN lock. */
export interface RosterRow {
name: string;
committed: string;
pin?: PinLock;
}
/** commitName returns the new last-valid name: the trimmed input when it is a valid display name,
* otherwise prevCommitted unchanged — so editing a set name into an invalid one keeps the old one. */
export function commitName(input: string, prevCommitted: string): string {
return validDisplayName(input) ? input.trim() : prevCommitted;
}
/** rosterReady reports whether the roster can start a game: 2-4 rows, each with a committed name. */
export function rosterReady(rows: RosterRow[]): boolean {
return rows.length >= 2 && rows.length <= 4 && rows.every((r) => r.committed !== '');
}
/** buildSeats turns committed roster rows into engine seats — all human, account-less (local
* players sharing a device), carrying each row's optional PIN. */
export function buildSeats(rows: RosterRow[]): Seat[] {
return rows.map((r): Seat => ({ kind: 'human', name: r.committed, pin: r.pin }));
}
+277 -3
View File
@@ -1,6 +1,8 @@
<script lang="ts"> <script lang="ts">
import { onMount } from 'svelte'; import { onMount } from 'svelte';
import Screen from '../components/Screen.svelte'; import Screen from '../components/Screen.svelte';
import Modal from '../components/Modal.svelte';
import PinPad, { type PinResult } from '../components/PinPad.svelte';
import { gateway } from '../lib/gateway'; import { gateway } from '../lib/gateway';
import { app, handleError, showToast } from '../lib/app.svelte'; import { app, handleError, showToast } from '../lib/app.svelte';
import { connection } from '../lib/connection.svelte'; import { connection } from '../lib/connection.svelte';
@@ -9,6 +11,9 @@
import { newLocalGameId, randomSeed } from '../lib/localgame/id'; import { newLocalGameId, randomSeed } from '../lib/localgame/id';
import { navigate } from '../lib/router.svelte'; import { navigate } from '../lib/router.svelte';
import { t, type MessageKey } from '../lib/i18n/index.svelte'; import { t, type MessageKey } from '../lib/i18n/index.svelte';
import { validDisplayName } from '../lib/profileValidation';
import { verifyPin, type PinLock } from '../lib/pin';
import { commitName, rosterReady, buildSeats, type RosterRow } from '../lib/roster';
import type { AccountRef, Variant } from '../lib/model'; import type { AccountRef, Variant } from '../lib/model';
import { import {
availableVariants, availableVariants,
@@ -144,13 +149,112 @@
} }
} }
// --- offline hotseat (pass-and-play) ---
// A device-local 2-4 human game. The host (referee) sets a mandatory master PIN first — it gates
// the roster and, in-game, the host overrides; each player row optionally locks its seat with a PIN.
let hostPin = $state<PinLock | undefined>(undefined);
let rows = $state<RosterRow[]>([
{ name: '', committed: '' },
{ name: '', committed: '' },
]);
let askHostPlays = $state(false); // the "do you take a seat?" prompt shown once the host PIN is set
// The PIN-pad overlay target: what a completed PIN applies to.
type PadTarget =
| { kind: 'host-set' }
| { kind: 'host-change' }
| { kind: 'seat-set'; index: number }
| { kind: 'seat-change'; index: number }
| { kind: 'row-delete'; index: number };
let pad = $state<PadTarget | null>(null);
const padMode = (p: PadTarget): 'set' | 'verify' | 'change' =>
p.kind === 'host-set' || p.kind === 'seat-set' ? 'set' : p.kind === 'row-delete' ? 'verify' : 'change';
function padVerify(p: PadTarget): ((pin: string) => Promise<boolean>) | undefined {
if (p.kind === 'host-change' || p.kind === 'row-delete') return (pin) => verifyPin(pin, hostPin!);
if (p.kind === 'seat-change') return (pin) => verifyPin(pin, rows[p.index].pin!);
return undefined; // set flows need no verifier
}
const padTitle = (p: PadTarget): string =>
p.kind === 'host-set' || p.kind === 'host-change' || p.kind === 'row-delete'
? t('hotseat.hostPin')
: t('hotseat.setPin');
function onPad(r: PinResult): void {
const target = pad;
pad = null;
if (!target) return;
switch (target.kind) {
case 'host-set':
if (r.kind === 'set') {
hostPin = r.lock;
askHostPlays = true;
}
break;
case 'host-change':
if (r.kind === 'set') hostPin = r.lock; // the host PIN is mandatory — no remove option
break;
case 'seat-set':
if (r.kind === 'set') rows[target.index].pin = r.lock;
break;
case 'seat-change':
if (r.kind === 'set') rows[target.index].pin = r.lock;
else if (r.kind === 'removed') rows[target.index].pin = undefined;
break;
case 'row-delete':
if (r.kind === 'verified') rows = rows.filter((_, j) => j !== target.index);
break;
}
}
function setHostPlays(yes: boolean): void {
askHostPlays = false;
if (!yes) return;
// Seat the host at row 0, its name reused from the profile (a normal seat — its optional seat PIN
// is separate from the master PIN).
const committed = commitName(app.profile?.displayName ?? '', '');
rows[0] = { name: committed, committed };
}
function openSeatPin(i: number): void {
pad = rows[i].pin ? { kind: 'seat-change', index: i } : { kind: 'seat-set', index: i };
}
async function startHotseat(): Promise<void> {
if (starting || !hostPin || !inviteVariant || !rosterReady(rows)) return;
starting = true;
try {
const version = app.profile?.dictVersions?.[inviteVariant];
if (!version) {
handleError(new Error('dict_unavailable'));
return;
}
const id = newLocalGameId();
await localSource.create({
id,
variant: inviteVariant,
dictVersion: version,
seed: randomSeed(),
multipleWords: multipleWordsForRequest(inviteVariant, multipleWords),
seats: buildSeats(rows),
hotseat: true,
hostPin,
});
navigate(`/game/${id}`);
} catch (e) {
handleError(e);
} finally {
starting = false;
}
}
</script> </script>
<Screen title={t('new.title')} back="/"> <Screen title={t('new.title')} back="/">
<div class="page"> <div class="page">
<!-- Offline mode offers only a local vs_ai game: the friends flow needs the network, so the <!-- The auto/friends selector. Online it is hidden for guests (no friends to invite). Offline
auto/friends selector is hidden and the auto (vs_ai) flow shows on its own. --> it is always shown: "quick" is the local vs_ai flow, "with friends" is the local
{#if !guest && !offlineMode.active} pass-and-play (hotseat) flow. -->
{#if !guest || offlineMode.active}
<div class="seg modes"> <div class="seg modes">
<button class="opt" class:active={mode === 'auto'} onclick={() => (mode = 'auto')}>{t('new.auto')}</button> <button class="opt" class:active={mode === 'auto'} onclick={() => (mode = 'auto')}>{t('new.auto')}</button>
<button class="opt" class:active={mode === 'friends'} onclick={() => (mode = 'friends')}>{t('new.withFriends')}</button> <button class="opt" class:active={mode === 'friends'} onclick={() => (mode = 'friends')}>{t('new.withFriends')}</button>
@@ -198,6 +302,68 @@
disabled={!selectedAuto || (!connection.online && !offlineMode.active) || starting} disabled={!selectedAuto || (!connection.online && !offlineMode.active) || starting}
onclick={() => selectedAuto && find(selectedAuto)} onclick={() => selectedAuto && find(selectedAuto)}
>{t('new.start')}</button> >{t('new.start')}</button>
{:else if offlineMode.active}
<!-- Offline pass-and-play (hotseat): a device-local 2-4 human game. The host sets a master
PIN first (it gates the roster); each seat may add its own PIN. -->
<div class="fg">
<div class="hostpin">
<span class="ftitle">{t('hotseat.hostPin')}</span>
<button class="plink" onclick={() => (pad = hostPin ? { kind: 'host-change' } : { kind: 'host-set' })}>
{hostPin ? t('hotseat.changePin') : t('hotseat.setPin')}
</button>
</div>
<label class="field">
<span>{t('new.gameType')}</span>
<select bind:value={inviteVariant} class:placeholder={!inviteVariant} disabled={variants.length === 1}>
<option value="" disabled></option>
{#each variants as v (v.id)}<option value={v.id}>{t(v.label)}</option>{/each}
</select>
</label>
{#if inviteVariant && supportsMultipleWordsToggle(inviteVariant)}
<label class="toggle">
<span>{t('new.multipleWordsPerTurn')}</span>
<input type="checkbox" bind:checked={multipleWords} />
</label>
{/if}
<div class="roster">
{#each rows as row, i (i)}
<div class="prow">
<input
class="pname"
class:invalid={row.name.trim() !== '' && !validDisplayName(row.name)}
bind:value={row.name}
disabled={!hostPin}
placeholder={t('hotseat.playerName')}
maxlength="40"
oninput={() => (row.committed = commitName(row.name, row.committed))}
onblur={() => (row.name = row.committed)}
/>
<button class="plink" disabled={!hostPin || row.committed === ''} onclick={() => openSeatPin(i)}>
{row.pin ? t('hotseat.changePin') : t('hotseat.setPin')}
</button>
{#if rows.length > 2}
<button
class="pkebab"
disabled={!hostPin}
aria-label={t('hotseat.removePlayer')}
onclick={() => (pad = { kind: 'row-delete', index: i })}
>⋮</button>
{/if}
</div>
{/each}
</div>
{#if rows.length < 4}
<button class="addrow" disabled={!hostPin} onclick={() => (rows = [...rows, { name: '', committed: '' }])}>
+ {t('hotseat.addPlayer')}
</button>
{/if}
<div class="grow"></div>
<button
class="invite"
disabled={!hostPin || !inviteVariant || !rosterReady(rows) || starting}
onclick={startHotseat}
>{t('new.start')}</button>
</div>
{:else if friends.length === 0} {:else if friends.length === 0}
<p class="subtitle">{t('new.noFriends')}</p> <p class="subtitle">{t('new.noFriends')}</p>
{:else} {:else}
@@ -245,6 +411,25 @@
<button class="invite" disabled={selected.length === 0 || !inviteVariant || !connection.online} onclick={sendInvite}>{t('new.invite')}</button> <button class="invite" disabled={selected.length === 0 || !inviteVariant || !connection.online} onclick={sendInvite}>{t('new.invite')}</button>
</div> </div>
{/if} {/if}
{#if pad}
<PinPad
mode={padMode(pad)}
title={padTitle(pad)}
verify={padVerify(pad)}
allowRemove={pad.kind === 'seat-change'}
onclose={() => (pad = null)}
onresult={onPad}
/>
{/if}
{#if askHostPlays}
<Modal title={t('hotseat.hostPlaysTitle')} onclose={() => (askHostPlays = false)}>
<div class="hostplays">
<button class="ghost" onclick={() => setHostPlays(false)}>{t('hotseat.hostPlaysNo')}</button>
<button class="primary" onclick={() => setHostPlays(true)}>{t('hotseat.hostPlaysYes')}</button>
</div>
</Modal>
{/if}
</div> </div>
</Screen> </Screen>
@@ -450,4 +635,93 @@
font-size: 0.85rem; font-size: 0.85rem;
line-height: 1.4; line-height: 1.4;
} }
/* --- offline hotseat roster --- */
.hostpin {
display: flex;
align-items: center;
justify-content: space-between;
gap: 8px;
padding: 11px;
border: 1px solid var(--border);
background: var(--surface);
border-radius: var(--radius-sm);
}
.roster {
display: flex;
flex-direction: column;
gap: 8px;
}
.prow {
display: flex;
align-items: center;
gap: 8px;
}
.pname {
flex: 1;
min-width: 0;
padding: 10px 11px;
border: 1px solid var(--border);
background: var(--surface);
color: var(--text);
border-radius: var(--radius-sm);
}
.pname:disabled {
opacity: 0.5;
}
.pname.invalid {
border-color: var(--danger);
}
.plink {
flex: 0 0 auto;
padding: 8px 10px;
border: none;
background: none;
color: var(--accent);
font-weight: 600;
white-space: nowrap;
}
.plink:disabled {
color: var(--text-muted);
opacity: 0.6;
}
.pkebab {
flex: 0 0 auto;
padding: 6px 8px;
border: none;
background: none;
color: var(--text-muted);
font-size: 1.1rem;
line-height: 1;
}
.addrow {
align-self: flex-start;
padding: 8px 12px;
border: 1px dashed var(--border);
background: none;
color: var(--accent);
border-radius: var(--radius-sm);
font-weight: 600;
}
.addrow:disabled {
opacity: 0.5;
color: var(--text-muted);
}
.hostplays {
display: flex;
gap: 10px;
justify-content: flex-end;
}
.hostplays button {
padding: 10px 16px;
border-radius: var(--radius-sm);
border: 1px solid var(--border);
background: var(--surface);
color: var(--text);
font-weight: 600;
}
.hostplays .primary {
background: var(--accent);
color: var(--accent-text);
border-color: var(--accent);
}
</style> </style>