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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@@ -78,17 +78,14 @@ export interface MoveRecord {
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total: number;
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}
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/** A seated player's private view of a game. hintsRemaining folds the per-game allowance
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* together with the global wallet; walletBalance is the wallet alone, so the client can
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* derive the per-game allowance (hintsRemaining - walletBalance) and keep the wallet live
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* across games (see lib/hints). */
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/** A seated player's private view of a game. hintsRemaining is the per-game allowance alone; the
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* purchasable hint wallet lives on the profile (payments), and the client adds it (see lib/hints). */
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export interface StateView {
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game: GameView;
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seat: number;
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rack: string[];
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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 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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