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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@@ -11,9 +11,6 @@ export interface MoveDelta {
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move?: MoveRecord;
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game?: GameView;
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bagLen: number;
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/** For a vs_ai game, the refreshed idle-hint unlock instant (the robot's reply re-arms the gate),
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* so the cached view stays current without a refetch; absent leaves the prior value. */
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hintUnlockAtMs?: number;
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}
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/**
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@@ -53,12 +50,7 @@ export function applyMoveDelta(cached: CachedGame | undefined, d: MoveDelta): De
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if (next > have + 1) return { refetch: true }; // a gap — an intermediate move was missed
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// The actor's own move changed their rack (a draw), which opponent_moved does not carry.
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if (d.move.player === cached.view.seat) return { refetch: true };
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const view: StateView = {
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...cached.view,
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game: d.game,
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bagLen: d.bagLen,
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hintUnlockAtMs: d.hintUnlockAtMs ?? cached.view.hintUnlockAtMs,
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};
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const view: StateView = { ...cached.view, game: d.game, bagLen: d.bagLen };
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return { cache: { view, moves: [...cached.moves, d.move] }, refetch: false };
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}
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@@ -87,7 +79,7 @@ export function applyGameOver(cached: CachedGame | undefined, game: GameView | u
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*/
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export function advanceCached(cached: CachedGame | undefined, e: PushEvent): CachedGame | undefined {
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if (e.kind === 'opponent_moved') {
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return applyMoveDelta(cached, { move: e.move, game: e.game, bagLen: e.bagLen, hintUnlockAtMs: e.hintUnlockAtMs }).cache;
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return applyMoveDelta(cached, { move: e.move, game: e.game, bagLen: e.bagLen }).cache;
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}
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if (e.kind === 'game_over') return applyGameOver(cached, e.game).cache;
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if (e.kind === 'opponent_joined' && e.state) return applyOpponentJoined(cached, e.state);
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