Merge pull request 'fix(offline): zero tile weights on cold boot + wrong-mode game in the lobby' (#208) from fix/offline-alphabet-and-lobby into development
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This commit was merged in pull request #208.
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@@ -43,10 +43,10 @@ beforeEach(() => clearLobby());
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describe('patchLobbyGame', () => {
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it('replaces the matching game by id and leaves the others untouched', () => {
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setLobby({ games: [gameView('a', 'active', 0), gameView('b', 'active', 0)], invitations: [], incoming: [], atGameLimit: false });
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setLobby({ games: [gameView('a', 'active', 0), gameView('b', 'active', 0)], invitations: [], incoming: [], atGameLimit: false, offline: false });
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// The player's own move flipped game "a" to the opponent's turn.
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patchLobbyGame(gameView('a', 'active', 1));
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const snap = getLobby();
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const snap = getLobby(false);
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expect(snap?.games.map((g) => g.id)).toEqual(['a', 'b']);
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expect(snap?.games.find((g) => g.id === 'a')?.toMove).toBe(1);
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expect(snap?.games.find((g) => g.id === 'b')?.toMove).toBe(0);
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@@ -54,27 +54,27 @@ describe('patchLobbyGame', () => {
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it('preserves invitations and incoming when patching a game', () => {
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const incoming: AccountRef[] = [{ accountId: 'u9', displayName: 'Nine' }];
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setLobby({ games: [gameView('a')], invitations: [], incoming, atGameLimit: false });
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setLobby({ games: [gameView('a')], invitations: [], incoming, atGameLimit: false, offline: false });
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patchLobbyGame(gameView('a', 'finished'));
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expect(getLobby()?.incoming).toEqual(incoming);
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expect(getLobby()?.games[0].status).toBe('finished');
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expect(getLobby(false)?.incoming).toEqual(incoming);
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expect(getLobby(false)?.games[0].status).toBe('finished');
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});
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it('adds the game when it is not yet in the cached lobby (a game started elsewhere)', () => {
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setLobby({ games: [gameView('a')], invitations: [], incoming: [], atGameLimit: false });
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setLobby({ games: [gameView('a')], invitations: [], incoming: [], atGameLimit: false, offline: false });
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patchLobbyGame(gameView('z', 'active'));
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// Order is irrelevant — the lobby re-groups and re-sorts on render — so assert membership.
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expect(getLobby()?.games.map((g) => g.id).sort()).toEqual(['a', 'z']);
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expect(getLobby(false)?.games.map((g) => g.id).sort()).toEqual(['a', 'z']);
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});
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it('is a no-op when there is no cached lobby yet', () => {
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patchLobbyGame(gameView('a'));
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expect(getLobby()).toBeNull();
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expect(getLobby(false)).toBeNull();
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});
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it('does not mutate the previous snapshot array', () => {
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const games = [gameView('a', 'active', 0)];
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setLobby({ games, invitations: [], incoming: [], atGameLimit: false });
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setLobby({ games, invitations: [], incoming: [], atGameLimit: false, offline: false });
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patchLobbyGame(gameView('a', 'active', 1));
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expect(games[0].toMove).toBe(0); // the original array/object is left intact
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});
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@@ -82,51 +82,67 @@ describe('patchLobbyGame', () => {
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it('preserves the at-game-limit flag across a game patch', () => {
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// A finished-game patch arriving while the lobby is unmounted must not drop the flag —
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// the lobby renders the "New Game" button from the cached snapshot before the refresh.
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setLobby({ games: [gameView('a')], invitations: [], incoming: [], atGameLimit: true });
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setLobby({ games: [gameView('a')], invitations: [], incoming: [], atGameLimit: true, offline: false });
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patchLobbyGame(gameView('a', 'finished'));
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expect(getLobby()?.atGameLimit).toBe(true);
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expect(getLobby(false)?.atGameLimit).toBe(true);
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});
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});
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describe('patchLobbyInvitation', () => {
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it('adds a new pending invitation to the cached lobby', () => {
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setLobby({ games: [], invitations: [], incoming: [], atGameLimit: false });
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setLobby({ games: [], invitations: [], incoming: [], atGameLimit: false, offline: false });
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patchLobbyInvitation(invitation('i1', 'pending'));
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expect(getLobby()?.invitations.map((x) => x.id)).toEqual(['i1']);
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expect(getLobby(false)?.invitations.map((x) => x.id)).toEqual(['i1']);
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});
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it('replaces a pending invitation already in the list (e.g. an updated response)', () => {
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setLobby({ games: [], invitations: [invitation('i1', 'pending'), invitation('i2', 'pending')], incoming: [], atGameLimit: false });
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setLobby({ games: [], invitations: [invitation('i1', 'pending'), invitation('i2', 'pending')], incoming: [], atGameLimit: false, offline: false });
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const updated = { ...invitation('i1', 'pending'), turnTimeoutSecs: 999 };
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patchLobbyInvitation(updated);
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expect(getLobby()?.invitations.map((x) => x.id)).toEqual(['i1', 'i2']);
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expect(getLobby()?.invitations.find((x) => x.id === 'i1')?.turnTimeoutSecs).toBe(999);
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expect(getLobby(false)?.invitations.map((x) => x.id)).toEqual(['i1', 'i2']);
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expect(getLobby(false)?.invitations.find((x) => x.id === 'i1')?.turnTimeoutSecs).toBe(999);
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});
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it('removes an invitation that reached a terminal status', () => {
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for (const terminal of ['declined', 'cancelled', 'started', 'expired']) {
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setLobby({ games: [], invitations: [invitation('i1', 'pending'), invitation('i2', 'pending')], incoming: [], atGameLimit: false });
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setLobby({ games: [], invitations: [invitation('i1', 'pending'), invitation('i2', 'pending')], incoming: [], atGameLimit: false, offline: false });
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patchLobbyInvitation(invitation('i1', terminal));
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expect(getLobby()?.invitations.map((x) => x.id)).toEqual(['i2']);
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expect(getLobby(false)?.invitations.map((x) => x.id)).toEqual(['i2']);
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}
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});
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it('is a no-op for a terminal invitation that is not in the list', () => {
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setLobby({ games: [], invitations: [invitation('i2', 'pending')], incoming: [], atGameLimit: false });
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setLobby({ games: [], invitations: [invitation('i2', 'pending')], incoming: [], atGameLimit: false, offline: false });
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patchLobbyInvitation(invitation('i1', 'declined'));
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expect(getLobby()?.invitations.map((x) => x.id)).toEqual(['i2']);
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expect(getLobby(false)?.invitations.map((x) => x.id)).toEqual(['i2']);
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});
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it('is a no-op when there is no cached lobby yet', () => {
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patchLobbyInvitation(invitation('i1', 'pending'));
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expect(getLobby()).toBeNull();
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expect(getLobby(false)).toBeNull();
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});
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it('preserves games and incoming when patching an invitation', () => {
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const incoming: AccountRef[] = [{ accountId: 'u9', displayName: 'Nine' }];
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setLobby({ games: [gameView('g1')], invitations: [], incoming, atGameLimit: false });
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setLobby({ games: [gameView('g1')], invitations: [], incoming, atGameLimit: false, offline: false });
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patchLobbyInvitation(invitation('i1', 'pending'));
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expect(getLobby()?.games.map((g) => g.id)).toEqual(['g1']);
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expect(getLobby()?.incoming).toEqual(incoming);
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expect(getLobby(false)?.games.map((g) => g.id)).toEqual(['g1']);
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expect(getLobby(false)?.incoming).toEqual(incoming);
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});
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});
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describe('getLobby is mode-aware (a mode flip must not render the other mode’s games)', () => {
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it('returns the snapshot only for the mode it was stored under', () => {
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setLobby({ games: [gameView('online1')], invitations: [], incoming: [], atGameLimit: false, offline: false });
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expect(getLobby(false)?.games.map((g) => g.id)).toEqual(['online1']);
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// Reading it as the OTHER (offline) mode must not surface the online snapshot.
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expect(getLobby(true)).toBeNull();
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});
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it('replaces the snapshot when the mode changes, so the stale mode is dropped', () => {
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setLobby({ games: [gameView('online1')], invitations: [], incoming: [], atGameLimit: false, offline: false });
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setLobby({ games: [gameView('local1')], invitations: [], incoming: [], atGameLimit: false, offline: true });
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expect(getLobby(false)).toBeNull();
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expect(getLobby(true)?.games.map((g) => g.id)).toEqual(['local1']);
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});
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});
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@@ -13,13 +13,18 @@ interface LobbySnapshot {
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// atGameLimit rides the snapshot so the lobby renders the "New Game" button in its last
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// known enabled/disabled state instantly (no flicker), then refreshes it in the background.
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atGameLimit: boolean;
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// Which mode the snapshot belongs to (offline = device-local games, online = server games). The
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// lobby renders it instantly only when it matches the current mode, so a mode flip never flashes —
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// or lets the player open — the other mode's games before the background refresh replaces them.
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offline: boolean;
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}
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let snapshot: LobbySnapshot | null = null;
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/** getLobby returns the last lobby lists, or null before the first load. */
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export function getLobby(): LobbySnapshot | null {
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return snapshot;
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/** getLobby returns the last lobby lists for the given mode, or null before the first load or when
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* the cached snapshot belongs to the other mode (so the lobby cold-renders after a mode flip). */
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export function getLobby(offline: boolean): LobbySnapshot | null {
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return snapshot && snapshot.offline === offline ? snapshot : null;
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}
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/** setLobby stores the latest lobby lists. */
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@@ -13,6 +13,7 @@ vi.mock('../dict', () => ({
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import { LocalSource, isLocalGameId } from './source';
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import type { Seat } from './serialize';
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import { hasAlphabet, alphabetValues } from '../alphabet';
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const seats: Seat[] = [
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{ kind: 'human', name: 'You' },
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@@ -42,6 +43,18 @@ describe('LocalSource', () => {
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expect(st.game.toMove).toBe(0);
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});
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it('seeds the per-variant alphabet from the ruleset, so offline tiles show real weights not zeros', async () => {
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// Offline there is no server to send the alphabet table the rack/board render from; opening a
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// local game must seed it from the static ruleset. Without this a cold offline boot draws zeros.
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const src = await newSource('local:gAlpha', 42n);
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await src.gameState('local:gAlpha');
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expect(hasAlphabet('scrabble_en')).toBe(true);
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const values = alphabetValues('scrabble_en');
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expect(values.length).toBe(26);
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expect(values[0]).toBe(1); // A = 1 (pinned to rules.go / ruleset.ts), not 0
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expect(values.every((v) => v > 0)).toBe(true);
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});
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it('replies to a human pass with a synchronous robot move, delivered via the event', async () => {
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const src = await newSource('local:g2', 999n);
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const events: PushEvent[] = [];
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@@ -13,6 +13,7 @@ import { serializeGame, replayGame, type LocalGameRecord, type Seat as LocalSeat
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import { getLocalGame, saveLocalGame, listLocalGames, deleteLocalGame } from './store';
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import { RULESETS } from './ruleset';
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import { getDawg } from '../dict';
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import { setAlphabet, hasAlphabet } from '../alphabet';
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import { LOCAL_ID_PREFIX, isLocalGameId } from './id';
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import { decide } from '../robot/strategy';
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import { GatewayError, type PlacedTile } from '../client';
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@@ -345,8 +346,22 @@ export class LocalSource implements GameLoopSource {
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return { game: this.gameView(entry), seat, rack, bagLen: entry.game.bagLength, hintsRemaining: 1, walletBalance: 0 };
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}
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// Offline there is no server to send the per-variant alphabet table (letters + tile values) the
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// rack and board render from (lib/alphabet); seed it from the static offline ruleset so a cold-
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// booted local game shows real tile weights instead of zeros. Idempotent and cheap — a no-op once
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// the table is cached (from here or a prior online session).
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private ensureAlphabet(variant: Variant): void {
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if (hasAlphabet(variant)) return;
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const rs = RULESETS[variant];
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setAlphabet(
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variant,
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rs.letters.map((letter, index) => ({ index, letter, value: rs.values[index] })),
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);
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}
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private gameView(entry: Live): GameView {
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const { game, record } = entry;
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this.ensureAlphabet(record.variant);
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const seats: Seat[] = record.seats.map((s, i) => ({
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seat: i,
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accountId: s.accountId ?? `${LOCAL_ID_PREFIX}${s.kind}:${i}`,
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@@ -34,35 +34,47 @@
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// operator feedback reply (the Settings → Info badge folds in here).
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const settingsBadge = $derived(app.notifications + (app.feedbackReplyUnread ? 1 : 0));
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// A generation guard so only the LATEST load() writes the module lists. Three triggers (onMount, a
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// game event, the offline-mode flip) can overlap, and a slow online gamesList() completing after a
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// fast offline list() (or vice versa) would otherwise leave the other mode's games on screen — the
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// "wrong game in the lobby after a toggle" bug. A superseded run bails at the checks below.
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let loadSeq = 0;
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async function load() {
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const seq = ++loadSeq;
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// Deliberate offline mode: never touch the network. The lobby shows only the device-local
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// vs_ai games (reconstructed from the store) plus the New-vs-AI entry; there are no online
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// games, invitations or incoming requests to fetch.
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if (offlineMode.active) {
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games = await localSource.list();
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const local = await localSource.list();
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if (seq !== loadSeq) return;
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games = local;
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invitations = [];
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incoming = [];
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atGameLimit = false;
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app.notifications = 0;
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setLobby({ games, invitations, incoming, atGameLimit });
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setLobby({ games, invitations, incoming, atGameLimit, offline: offlineMode.active });
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app.lobbyReady = true;
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return;
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}
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try {
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const list = await gateway.gamesList();
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if (seq !== loadSeq) return;
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games = list.games;
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// Seed the per-game unread badges from the authoritative list. The live stream only raises
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// unread (it never seeds it from a GameView), so a persisted unread survives a reload here.
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for (const g of games) seedChatUnread(g.id, g.unreadChat, g.unreadMessages);
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atGameLimit = list.atGameLimit;
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if (!guest) {
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[invitations, incoming] = await Promise.all([gateway.invitationsList(), gateway.friendsIncoming()]);
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const [inv, inc] = await Promise.all([gateway.invitationsList(), gateway.friendsIncoming()]);
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if (seq !== loadSeq) return;
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invitations = inv;
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incoming = inc;
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// The ⚙️ badge counts incoming friend requests plus an awaiting feedback reply;
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// invitations surface in their own lobby section above.
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app.notifications = incoming.length;
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void refreshFeedbackBadge();
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}
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setLobby({ games, invitations, incoming, atGameLimit });
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setLobby({ games, invitations, incoming, atGameLimit, offline: offlineMode.active });
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// Warm the cache for the ongoing games so opening one from the lobby is instant. The list
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// just loaded, so the connection is up; the call is non-blocking and re-running it on each
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// lobby refresh cheaply warms any newly appeared game (already-cached ones are skipped).
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@@ -85,7 +97,7 @@
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onMount(() => {
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// Render instantly from the cached lists (so the screen does not "draw in" during
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// the back-slide), then refresh in the background.
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const cached = getLobby();
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const cached = getLobby(offlineMode.active);
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if (cached) {
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games = cached.games;
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invitations = cached.invitations;
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@@ -214,7 +226,7 @@
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revealedId = null;
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const prev = games;
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games = games.filter((g) => g.id !== id); // optimistic; the backend already filters it out
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setLobby({ games, invitations, incoming, atGameLimit });
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setLobby({ games, invitations, incoming, atGameLimit, offline: offlineMode.active });
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try {
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// A local (offline) game is deleted from the device store; an online game is hidden on the
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// backend. Routing by id keeps the delete off the network for a local game (the transport
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@@ -223,7 +235,7 @@
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else await gateway.hideGame(id);
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} catch (e) {
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games = prev;
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setLobby({ games, invitations, incoming, atGameLimit });
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setLobby({ games, invitations, incoming, atGameLimit, offline: offlineMode.active });
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handleError(e);
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}
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}
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