feat(hint): unify the vs_ai idle hint online + offline (server-enforced, monotonic)
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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.
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@@ -239,6 +239,9 @@ func statusForError(err error) (int, string) {
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return http.StatusConflict, "no_hint_available"
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case errors.Is(err, game.ErrHintsDisabled), errors.Is(err, game.ErrNoHintsLeft):
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return http.StatusConflict, "hint_unavailable"
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case errors.Is(err, game.ErrHintLocked):
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// A vs_ai idle hint is still gated (the server-clock backstop); the client shows the lock.
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return http.StatusConflict, "hint_locked"
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case errors.Is(err, engine.ErrIllegalPlay), errors.Is(err, engine.ErrTilesNotOnRack), errors.Is(err, engine.ErrGameOver):
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return http.StatusUnprocessableEntity, "illegal_play"
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case errors.Is(err, account.ErrEmailTaken), errors.Is(err, account.ErrIdentityTaken):
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