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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@@ -82,10 +82,11 @@ export interface StateView {
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bagLen: number;
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hintsRemaining: number;
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walletBalance: number;
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/** For a vs_ai game, the wall-clock ms at which the idle hint unlocks — persisted so the wait
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* survives a relaunch, and sanitised on read so a device clock set back cannot freeze it — or
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* 0/undefined while open (the human's first move, or a non-vs_ai game). See lib/hints. */
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hintUnlockAtMs?: number;
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/** For a vs_ai game, the seconds until the idle hint unlocks (computed by the source: the SERVER
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* clock online, the device clock offline) — 0/undefined while open (the human's first move, or a
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* non-vs_ai game). The client anchors a MONOTONIC countdown (performance.now()) to it on receipt,
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* so a client clock change cannot skew it; a relaunch re-fetches a fresh value. See lib/hints. */
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hintUnlockLeftSeconds?: number;
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}
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export interface MoveResult {
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@@ -425,7 +426,7 @@ export interface GameList {
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*/
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export type PushEvent =
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| { kind: 'your_turn'; gameId: string; deadlineUnix: number; opponentName: string; moveCount: number }
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| { kind: 'opponent_moved'; gameId: string; move?: MoveRecord; game?: GameView; bagLen: number; hintUnlockAtMs?: number }
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| { kind: 'opponent_moved'; gameId: string; move?: MoveRecord; game?: GameView; bagLen: number }
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| { kind: 'game_over'; gameId: string; result: string; scoreLine: string; game?: GameView }
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| { kind: 'chat_message'; message: ChatMessage }
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| { kind: 'nudge'; gameId: string; fromUserId: string; senderName: string }
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