feat(offline): hotseat record schema + source (locks, host actions)

Extend the local game to offline pass-and-play (hotseat):
- serialize.ts: Seat.pin, record hotseat + hostPin (all optional; old
  vs_ai records read hotseat as false).
- source.ts: create() takes hotseat/hostPin + per-seat pins; stateView
  reveals the seat-to-move's rack and withholds it (locked) when that
  seat is PIN-locked, until unlockSeat; ephemeral per-turn unlock
  re-locks on advance; new unlockSeat / verifyHostPin / hostAction
  (skip/resign/terminate); gameView sets vsAi=!hotseat + the hotseat flag.
- model.ts: GameView.hotseat, StateView.locked (offline-only, optional).

Tests: source.hotseat (lock/unlock/re-lock, host skip/resign/terminate,
master-PIN gate, natural-end persistence) + serialize hotseat shape.
This commit is contained in:
Ilia Denisov
2026-07-07 11:20:39 +02:00
parent 69673e7727
commit 8c67d679d9
5 changed files with 244 additions and 7 deletions
+16
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@@ -83,4 +83,20 @@ describe('local game serialize + replay', () => {
expect(rec.journal.length).toBe(g.moveCount);
expect(replayGame(rec, dawg).seed).toBe(9999999999n);
});
it('serialises hotseat metadata: the mode, master PIN and per-seat PINs', async () => {
const { newLock } = await import('../pin');
const hostPin = await newLock('9999');
const seatPin = await newLock('1234');
const hotseatSeats: Seat[] = [
{ kind: 'human', name: 'Ann', pin: seatPin },
{ kind: 'human', name: 'Bob' },
];
const g = makeGame(5n);
const rec = serializeGame(g, { id: 'h1', seats: hotseatSeats, hotseat: true, hostPin, createdAtUnix: 1, updatedAtUnix: 2, hintUnlockAtMs: 0 });
expect(rec.hotseat).toBe(true);
expect(rec.hostPin).toEqual(hostPin);
expect(rec.seats[0].pin).toEqual(seatPin);
expect(rec.seats[1].pin).toBeUndefined();
});
});
+14
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@@ -12,6 +12,7 @@
import { LocalGame, type LocalMove, type DropoutTiles, type LocalGameOptions } from './engine';
import type { Dawg } from '../dict/dawg';
import type { Variant } from '../model';
import type { PinLock } from '../pin';
/** Seat describes one player of a local game (forward-compatible with a 2-4 hotseat). */
export interface Seat {
@@ -20,6 +21,9 @@ export interface Seat {
/** The player's real account id for a human seat, so the client identifies "you" and the correct
* turn exactly as in an online game; absent for the robot (a synthetic id is derived). */
accountId?: string;
/** Offline hotseat only: the seat's optional PIN lock. When set, the seat's rack stays hidden
* until the PIN is entered (a social lock for a shared device — see lib/pin). */
pin?: PinLock;
}
/** LocalGameRecord is the durable form of one local game — everything needed to reconstruct it. */
@@ -36,6 +40,12 @@ export interface LocalGameRecord {
/** The dictionary-independent, alphabet-index-space move journal. */
journal: LocalMove[];
status: 'active' | 'finished';
/** Offline pass-and-play (hotseat): 2-4 humans share one device. Absent on vs_ai records (and on
* older records predating the feature), which the source reads as false. */
hotseat?: boolean;
/** Offline hotseat only: the mandatory master (host/referee) PIN lock, needed to skip/resign a
* seat, exclude a player or terminate the game (see lib/pin). Absent on vs_ai records. */
hostPin?: PinLock;
createdAtUnix: number;
updatedAtUnix: number;
/** Wall-clock ms at which the vs_ai idle hint unlocks (the robot's last move + the window), or 0
@@ -49,6 +59,8 @@ export interface LocalGameRecord {
export interface RecordMeta {
id: string;
seats: Seat[];
hotseat?: boolean;
hostPin?: PinLock;
createdAtUnix: number;
updatedAtUnix: number;
hintUnlockAtMs: number;
@@ -71,6 +83,8 @@ export function serializeGame(game: LocalGame, meta: RecordMeta): LocalGameRecor
seats: meta.seats,
journal: game.history,
status: game.isOver ? 'finished' : 'active',
hotseat: meta.hotseat,
hostPin: meta.hostPin,
createdAtUnix: meta.createdAtUnix,
updatedAtUnix: meta.updatedAtUnix,
hintUnlockAtMs: meta.hintUnlockAtMs,
+132
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@@ -0,0 +1,132 @@
import { describe, it, expect, vi } from 'vitest';
import type { StateView } from '../model';
// getDawg is mocked to the committed sample dictionary (the store's IndexedDB is absent under node,
// so games live in the source's in-memory cache — created once, then driven without reload).
vi.mock('../dict', () => ({
getDawg: async () => {
const { Dawg } = await import('../dict/dawg');
const { readFileSync } = await import('node:fs');
return new Dawg(new Uint8Array(readFileSync(new URL('../dict/testdata/sample_en.dawg', import.meta.url))));
},
}));
import { LocalSource } from './source';
import type { Seat } from './serialize';
import { newLock } from '../pin';
async function hotseat(id: string, seats: Seat[], hostDigits = '9999'): Promise<LocalSource> {
const src = new LocalSource();
await src.create({
id,
variant: 'scrabble_en',
dictVersion: 'sample',
seed: 3n,
multipleWords: true,
seats,
hotseat: true,
hostPin: await newLock(hostDigits),
});
return src;
}
describe('LocalSource hotseat', () => {
it('creates a pass-and-play game: not vs_ai, board visible, first seat to move', async () => {
const src = await hotseat('local:h1', [
{ kind: 'human', name: 'Ann' },
{ kind: 'human', name: 'Bob' },
]);
const st = await src.gameState('local:h1');
expect(st.game.vsAi).toBe(false);
expect(st.game.hotseat).toBe(true);
expect(st.game.toMove).toBe(0);
expect(st.locked).toBeFalsy(); // seat 0 has no PIN
expect(st.rack.length).toBe(7);
expect(st.game.seats.map((s) => s.displayName)).toEqual(['Ann', 'Bob']);
});
it('hides the rack of a PIN-locked seat until the right PIN unlocks it', async () => {
const src = await hotseat('local:h2', [
{ kind: 'human', name: 'Ann', pin: await newLock('1234') },
{ kind: 'human', name: 'Bob' },
]);
const st = await src.gameState('local:h2');
expect(st.locked).toBe(true);
expect(st.rack).toEqual([]);
await expect(src.unlockSeat('local:h2', '0000')).rejects.toMatchObject({ code: 'wrong_pin' });
const opened = await src.unlockSeat('local:h2', '1234');
expect(opened.locked).toBe(false);
expect(opened.rack.length).toBe(7);
});
it('re-locks the seat when the turn advances and again when it comes back', async () => {
const src = await hotseat('local:h3', [
{ kind: 'human', name: 'A', pin: await newLock('1111') },
{ kind: 'human', name: 'B' },
{ kind: 'human', name: 'C' },
]);
await src.unlockSeat('local:h3', '1111');
await src.pass('local:h3'); // seat 0 -> 1
let st = await src.gameState('local:h3');
expect(st.game.toMove).toBe(1);
expect(st.locked).toBeFalsy(); // seat 1 has no PIN
await src.pass('local:h3'); // 1 -> 2
await src.pass('local:h3'); // 2 -> 0
st = await src.gameState('local:h3');
expect(st.game.toMove).toBe(0);
expect(st.locked).toBe(true); // seat 0 needs re-unlocking
});
it('lets the host skip the current turn, gated by the master PIN', async () => {
const src = await hotseat('local:h4', [
{ kind: 'human', name: 'A' },
{ kind: 'human', name: 'B' },
], '4321');
expect((await src.gameState('local:h4')).game.toMove).toBe(0);
await expect(src.hostAction('local:h4', '0000', 'skip')).rejects.toMatchObject({ code: 'wrong_pin' });
const st = await src.hostAction('local:h4', '4321', 'skip');
expect(st).not.toBeNull();
expect((st as StateView).game.toMove).toBe(1);
});
it('lets the host resign a seat (ending a two-player game)', async () => {
const src = await hotseat('local:h5', [
{ kind: 'human', name: 'A' },
{ kind: 'human', name: 'B' },
], '4321');
const st = await src.hostAction('local:h5', '4321', 'resign', 1);
expect((st as StateView).game.status).toBe('finished');
});
it('lets the host terminate the game, deleting it', async () => {
const src = await hotseat('local:h6', [
{ kind: 'human', name: 'A' },
{ kind: 'human', name: 'B' },
], '4321');
const r = await src.hostAction('local:h6', '4321', 'terminate');
expect(r).toBeNull();
await expect(src.gameState('local:h6')).rejects.toMatchObject({ code: 'game_not_found' });
});
it('verifies the master PIN', async () => {
const src = await hotseat('local:h7', [
{ kind: 'human', name: 'A' },
{ kind: 'human', name: 'B' },
], '4321');
expect(await src.verifyHostPin('local:h7', '4321')).toBe(true);
expect(await src.verifyHostPin('local:h7', '0000')).toBe(false);
});
it('persists a naturally finished game (scoreless run) as finished', async () => {
const src = await hotseat('local:h8', [
{ kind: 'human', name: 'A' },
{ kind: 'human', name: 'B' },
]);
for (let i = 0; i < 6; i++) await src.pass('local:h8');
const st = await src.gameState('local:h8');
expect(st.game.status).toBe('finished');
});
});
+75 -7
View File
@@ -17,6 +17,7 @@ import { setAlphabet, hasAlphabet } from '../alphabet';
import { HINT_GATE_MS } from '../hints';
import { LOCAL_ID_PREFIX, isLocalGameId } from './id';
import { decide } from '../robot/strategy';
import { verifyPin, type PinLock } from '../pin';
import { GatewayError, type PlacedTile } from '../client';
import type {
EvalResult,
@@ -87,6 +88,9 @@ function encodePlacements(variant: Variant, tiles: PlacedTile[]): { row: number;
interface Live {
game: LocalGame;
record: LocalGameRecord;
/** Offline hotseat only: which seat is currently unlocked (its PIN was entered this turn), or null.
* Ephemeral — never persisted; cleared on every turn advance so each turn re-locks. */
unlockedSeat: number | null;
}
/**
@@ -97,7 +101,8 @@ export class LocalSource implements GameLoopSource {
private readonly live = new Map<string, Live>();
private readonly listeners = new Map<string, Set<(e: PushEvent) => void>>();
/** create starts a new local vs_ai game, persists it and returns its state. */
/** create starts a new local game — a vs_ai game or an offline pass-and-play (hotseat) game when
* hotseat is set — persists it and returns its state. hostPin is the hotseat master PIN. */
async create(opts: {
id: string;
variant: Variant;
@@ -105,6 +110,8 @@ export class LocalSource implements GameLoopSource {
seed: bigint;
multipleWords: boolean;
seats: LocalSeat[];
hotseat?: boolean;
hostPin?: PinLock;
}): Promise<StateView> {
const dawg = await getDawg(opts.variant, opts.dictVersion);
if (!dawg) throw new GatewayError('dict_unavailable');
@@ -119,12 +126,14 @@ export class LocalSource implements GameLoopSource {
const now = nowUnix();
const record = serializeGame(game, {
id: opts.id,
seats: opts.seats.map((s) => ({ kind: s.kind, name: s.name, accountId: s.accountId })),
seats: opts.seats.map((s) => ({ kind: s.kind, name: s.name, accountId: s.accountId, pin: s.pin })),
hotseat: opts.hotseat,
hostPin: opts.hostPin,
createdAtUnix: now,
updatedAtUnix: now,
hintUnlockAtMs: 0, // no robot move yet: a human-first opening's hint is open at once
});
const entry: Live = { game, record };
const entry: Live = { game, record, unlockedSeat: null };
this.live.set(opts.id, entry);
await saveLocalGame(record);
return this.stateView(entry);
@@ -185,10 +194,59 @@ export class LocalSource implements GameLoopSource {
const entry = await this.load(gameId);
const seat = entry.game.currentPlayer;
const move = entry.game.resign();
entry.unlockedSeat = null;
await this.persist(entry);
return this.moveResult(entry, move, seat);
}
/**
* unlockSeat reveals the current hotseat seat's rack once its PIN is entered. It verifies pin
* against the seat's stored lock (a seat with no lock unlocks with any pin) and, on success, marks
* the seat unlocked for this turn only — a subsequent move re-locks it. Throws 'wrong_pin' on a
* mismatch. Returns the freshly unlocked state (rack revealed).
*/
async unlockSeat(gameId: string, pin: string): Promise<StateView> {
const entry = await this.load(gameId);
const seat = entry.game.currentPlayer;
const lock = entry.record.seats[seat]?.pin;
if (lock && !(await verifyPin(pin, lock))) throw new GatewayError('wrong_pin');
entry.unlockedSeat = seat;
return this.stateView(entry);
}
/** verifyHostPin reports whether pin matches the hotseat master (host/referee) PIN. */
async verifyHostPin(gameId: string, pin: string): Promise<boolean> {
const entry = await this.load(gameId);
return !!entry.record.hostPin && (await verifyPin(pin, entry.record.hostPin));
}
/**
* hostAction runs a host (referee) override on a hotseat game, gated by the master PIN:
* 'skip' — pass the current seat's turn;
* 'resign' — resign seat targetSeat (exclude a player / concede on their behalf);
* 'terminate' — end the game with no result and delete it from the store.
* Returns the updated StateView, or null when the game was terminated. Throws 'wrong_pin' on a bad
* PIN.
*/
async hostAction(
gameId: string,
pin: string,
action: 'skip' | 'resign' | 'terminate',
targetSeat?: number,
): Promise<StateView | null> {
const entry = await this.load(gameId);
if (!entry.record.hostPin || !(await verifyPin(pin, entry.record.hostPin))) throw new GatewayError('wrong_pin');
if (action === 'terminate') {
await this.delete(gameId);
return null;
}
if (action === 'skip') entry.game.pass();
else entry.game.resignSeat(targetSeat ?? entry.game.currentPlayer);
entry.unlockedSeat = null;
await this.persist(entry);
return this.stateView(entry);
}
async hint(gameId: string): Promise<HintResult> {
// The idle gate is enforced client-side with a monotonic clock (see Game.svelte / lib/hints):
// a wall-clock timestamp here could be defeated by changing the device clock. This just serves
@@ -246,7 +304,7 @@ export class LocalSource implements GameLoopSource {
if (!record) throw new GatewayError('game_not_found');
const dawg = await getDawg(record.variant, record.dictVersion);
if (!dawg) throw new GatewayError('dict_unavailable');
const entry: Live = { game: replayGame(record, dawg), record };
const entry: Live = { game: replayGame(record, dawg), record, unlockedSeat: null };
this.live.set(gameId, entry);
return entry;
}
@@ -258,6 +316,7 @@ export class LocalSource implements GameLoopSource {
const entry = await this.load(gameId);
const seat = entry.game.currentPlayer;
const move = act(entry.game);
entry.unlockedSeat = null; // the turn has advanced; a hotseat seat re-locks (no effect for vs_ai)
const robotMoves = this.runRobots(entry);
await this.persist(entry);
const result = this.moveResult(entry, move, seat);
@@ -306,6 +365,8 @@ export class LocalSource implements GameLoopSource {
entry.record = serializeGame(entry.game, {
id: entry.record.id,
seats: entry.record.seats,
hotseat: entry.record.hotseat,
hostPin: entry.record.hostPin,
createdAtUnix: entry.record.createdAtUnix,
updatedAtUnix: nowUnix(),
hintUnlockAtMs: entry.record.hintUnlockAtMs,
@@ -351,9 +412,14 @@ export class LocalSource implements GameLoopSource {
return leftMs > 0 ? Math.ceil(leftMs / 1000) : 0;
}
// stateView is the seated player's private view. For a vs_ai game that is the single human seat; for
// a hotseat game it is the seat to move — and when that seat carries a PIN, the rack is withheld
// (empty, locked=true) until unlockSeat is called this turn.
private stateView(entry: Live): StateView {
const seat = this.humanSeat(entry);
const rack = entry.game.handOf(seat).map((t) => indexToLetter(entry.record.variant, t));
const hotseat = !!entry.record.hotseat;
const seat = hotseat ? entry.game.currentPlayer : this.humanSeat(entry);
const locked = hotseat && !!entry.record.seats[seat]?.pin && entry.unlockedSeat !== seat;
const rack = locked ? [] : entry.game.handOf(seat).map((t) => indexToLetter(entry.record.variant, t));
return {
game: this.gameView(entry),
seat,
@@ -362,6 +428,7 @@ export class LocalSource implements GameLoopSource {
hintsRemaining: 1,
walletBalance: 0,
hintUnlockLeftSeconds: this.hintUnlockLeft(entry),
locked,
};
}
@@ -401,7 +468,8 @@ export class LocalSource implements GameLoopSource {
moveCount: game.moveCount,
endReason: game.isOver ? game.endReason : '',
lastActivityUnix: record.updatedAtUnix,
vsAi: true,
vsAi: !record.hotseat,
hotseat: !!record.hotseat,
unreadChat: false,
unreadMessages: false,
seats,
+7
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@@ -47,6 +47,10 @@ export interface GameView {
lastActivityUnix: number;
/** true = an honest-AI game: the opponent is shown as 🤖 and chat/nudge/add-friend are disabled. */
vsAi: boolean;
/** true = a local offline pass-and-play (hotseat) game: 2-4 humans share one device. Set only by
* the local source; the online gateway never sets it. Drives the per-seat PIN-lock UI and the host
* menu (which replaces the hint control). A hotseat game is never vsAi. */
hotseat?: boolean;
/** Per-viewer flag: the requesting player has at least one unread chat entry (message or
* nudge) in this game. Set on the authoritative REST views (lobby list, game state,
* move result); the live-event GameView leaves it false (events bump unread instead). */
@@ -87,6 +91,9 @@ export interface StateView {
* non-vs_ai game). The client anchors a MONOTONIC countdown (performance.now()) to it on receipt,
* so a client clock change cannot skew it; a relaunch re-fetches a fresh value. See lib/hints. */
hintUnlockLeftSeconds?: number;
/** Offline hotseat only: the seat to move is PIN-locked, so its rack is withheld (empty) until the
* seat's PIN is entered (see LocalSource.unlockSeat). Absent/false everywhere else. */
locked?: boolean;
}
export interface MoveResult {