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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@@ -220,11 +220,11 @@ personal hint wallet once the per-game allowance is spent. Against the robot
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anti-frustration aid: one unlocks only after the player has been **stuck ~30 minutes
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on a turn** (timed from the robot's last move; the very first move, before the robot
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has played, is exempt). While gated the hint button carries a small **🔒 lock** and a
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tap shows how long remains; the lock lifts live at the mark. The wait **persists across
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leaving and reopening the app**, so a stuck turn is not forgotten. It stays robust to a
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device clock change: the remaining is capped at the window, so a clock set back cannot
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freeze it, and a clock set forward merely opens the hint early — harmless in a solo game.
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The game ends when the
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tap shows how long remains; the lock lifts live at the mark. The same gate applies **online and
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offline**: the countdown runs on a **steady in-app timer**, not the device clock, so changing the
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clock cannot skew it, and a relaunch re-reads the remaining time so a stuck turn is not forgotten.
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Online the **server enforces** it from its own clock (which the player cannot touch); a vs_ai hint
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counts toward no hint statistic. The game ends when the
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bag empties and a player clears their rack, after 6 consecutive scoreless turns,
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by resignation, or by the per-game move timeout (5 minutes to 24 hours, default
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24 hours): a missed turn auto-resigns, except while the player is inside their
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