feat(hint): unify the vs_ai idle hint online + offline (server-enforced, monotonic)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 1m28s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m43s

Online vs_ai hints were broken: #207 made the vs_ai hint button always-enabled and
wallet-free (assuming all vs_ai = the offline idle-gate), but the backend still served
online vs_ai from the allowance/wallet, so over-clicking hit ErrNoHintsLeft -> a generic
error toast. Now online vs_ai uses the SAME idle-gate model as offline.

Backend: Hint() for a vs_ai game skips the allowance/wallet and increments no hints_used
(owner: vs_ai counts toward no hint statistic), and is idle-gated from the SERVER clock --
it returns ErrHintLocked (code hint_locked) until the robot's last move + 30 min, else
serves the top move. GameState/StateView expose hint_unlock_left_seconds (server-computed
seconds remaining; 0 for a human game / first move / not-your-turn). Pure helper
hintUnlockLeftSeconds unit-tested.

Wire: StateView gains hint_unlock_left_seconds (FlatBuffers, additive); pkg/wire + gateway
transcode carry it (round-trip test).

Client: the gate counts down from a MONOTONIC clock (performance.now()) anchored to the
source's seconds-left when it lands (on load from the view; to the full window when the
robot moves), so a client clock change cannot skew it and a relaunch re-reads a fresh
value. The vs_ai hint button (online + offline) shows the lock + toast; doHint handles the
hint_locked backstop by re-syncing. Replaces #207's absolute hintUnlockAtMs on the
wire/model/delta (the offline record keeps the absolute for persistence; the view exposes
seconds-left).

Docs FUNCTIONAL(+_ru)/ARCHITECTURE updated. Verified: go build/vet + game/server/transcode
tests (+ new hintUnlockLeftSeconds); ui check 0 / unit 490 / e2e 198 (one pre-existing
webkit offline flake) / app entry 114.2/115.
This commit is contained in:
Ilia Denisov
2026-07-07 00:42:43 +02:00
parent ee7ff06403
commit 7fc1301b31
22 changed files with 254 additions and 127 deletions
+17 -13
View File
@@ -163,13 +163,16 @@ type alphabetEntryDTO struct {
// stateDTO is a player's view of a game. Rack carries wire alphabet indices (a
// blank is engine.BlankIndex). Alphabet is present only when the request asked for it.
type stateDTO struct {
Game gameDTO `json:"game"`
Seat int `json:"seat"`
Rack []int `json:"rack"`
BagLen int `json:"bag_len"`
HintsRemaining int `json:"hints_remaining"`
WalletBalance int `json:"wallet_balance"`
Alphabet []alphabetEntryDTO `json:"alphabet,omitempty"`
Game gameDTO `json:"game"`
Seat int `json:"seat"`
Rack []int `json:"rack"`
BagLen int `json:"bag_len"`
HintsRemaining int `json:"hints_remaining"`
WalletBalance int `json:"wallet_balance"`
// HintUnlockLeftSeconds is the vs_ai idle-hint gate: seconds until the hint unlocks (0 for a human
// game / first move / not your turn). The client anchors a monotonic countdown to it.
HintUnlockLeftSeconds int `json:"hint_unlock_left_seconds"`
Alphabet []alphabetEntryDTO `json:"alphabet,omitempty"`
}
// matchDTO reports whether the caller has been paired into a game.
@@ -315,12 +318,13 @@ func stateDTOFrom(v game.StateView, includeAlphabet bool) (stateDTO, error) {
return stateDTO{}, err
}
dto := stateDTO{
Game: gameDTOFromGame(v.Game),
Seat: v.Seat,
Rack: rack,
BagLen: v.BagLen,
HintsRemaining: v.HintsRemaining,
WalletBalance: v.WalletBalance,
Game: gameDTOFromGame(v.Game),
Seat: v.Seat,
Rack: rack,
BagLen: v.BagLen,
HintsRemaining: v.HintsRemaining,
WalletBalance: v.WalletBalance,
HintUnlockLeftSeconds: v.HintUnlockLeftSeconds,
}
if includeAlphabet {
tab, err := engine.AlphabetTable(v.Game.Variant)