fix(game): show granted/bought hints in-game — finish the D31 wire removal
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The in-game hint badge ignored the payments hint wallet: loading a game clobbered app.profile.hintBalance with the deprecated StateView.wallet_balance (zeroed in the D31 domain removal but left in the protocol as a dead 0, then synced over the real balance at game load). Finish the removal honestly. StateView carries the per-game allowance alone (hints_remaining); the purchasable wallet lives solely on the profile and the client adds it (lib/hints). Removed StateView.wallet_balance across every layer — backend StateView/DTO, notify.PlayerState (live events), gateway StateResp + wire.StateView, the client model/codec/mock/localgame — and dropped the now-unused wallet arg from hintsRemaining. The FBS field is tombstoned `(deprecated)` (not deleted) so the vtable slots after it stay stable across a rolling deploy; no accessor is generated. HintResult keeps wallet_balance (the real post-spend payments balance the client adopts into the profile). The StateView type no longer has walletBalance, so the clobber cannot return without a compile error. Tests: hintsRemaining (2-arg); hints.hintsLeft (allowance + live wallet, no strip); the game state/hint integration (allowance-only HintsRemaining); gateway transcode; FBS regen.
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// Hint-count derivation, kept out of the .svelte component so it is unit-testable.
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//
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// The badge shows the per-game hint allowance remaining plus the player's global hint
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// wallet. The server's hints_remaining folds the two together, but the wallet is global —
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// shared across every game — so caching the combined number per game makes it go stale the
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// moment a wallet hint is spent in another game. We therefore split it: the per-game
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// allowance is hints_remaining - wallet_balance (both from the same fetch, so it is stable
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// and cacheable), and the wallet is read live from the global profile, never the per-game
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// snapshot.
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// The badge shows the per-game hint allowance remaining plus the player's global hint wallet. The
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// view's hints_remaining is the per-game allowance alone; the wallet is global (shared across every
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// game) and read live from the profile (payments), never the per-game snapshot — so a wallet hint
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// spent in another game stays reflected here.
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import type { StateView } from './model';
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/**
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* hintsLeft is the hint count for the badge: the per-game allowance remaining (the view's
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* hints_remaining minus the wallet snapshot baked into that same view) plus the live global
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* wallet balance. Passing the live wallet (not view.walletBalance) is what keeps the count
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* correct when a wallet hint was spent in another game since this view was fetched.
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* hintsLeft is the hint count for the badge: the per-game allowance remaining (view.hintsRemaining)
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* plus the live global wallet balance (passed in from the profile, so it stays correct when a wallet
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* hint was spent in another game since this view was fetched).
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*/
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export function hintsLeft(
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view: Pick<StateView, 'hintsRemaining' | 'walletBalance'> | null,
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view: Pick<StateView, 'hintsRemaining'> | null,
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walletBalance: number,
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): number {
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if (!view) return 0;
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const allowance = Math.max(0, view.hintsRemaining - view.walletBalance);
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return allowance + Math.max(0, walletBalance);
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return Math.max(0, view.hintsRemaining) + Math.max(0, walletBalance);
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}
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/** HINT_GATE_MS is the idle time a vs_ai player must be stuck on a turn before a hint unlocks. */
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