fix(offline): unlock finished hotseat games + raise entry budget to 120
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- source: a finished hotseat game is never locked (its final rack is
  shown for review, not an Unlock button); guard locked on !isOver.
- bundle-size: raise the app-entry budget 115 -> 120 KB for the hotseat
  UI (PIN pad, roster, host menu), which lives in the always-loaded New
  Game / Game / Lobby screens; the offline engine + PIN hashing stay lazy.
This commit is contained in:
Ilia Denisov
2026-07-07 12:04:46 +02:00
parent baa9961c3e
commit 903de7d41d
3 changed files with 13 additions and 8 deletions
+7 -4
View File
@@ -23,10 +23,13 @@ const DIST = 'dist';
// wiring, to 112 for the PWA install feature, to 113 for the offline-mode wiring, to 114 for
// the offline auto-detect (the cold-start reachability check and the "no connection" dialog live in
// the boot path), then to 115 for the vs_ai idle-hint gate — its monotonic clock, lock badge and
// countdown toast live in the always-loaded game screen (Game.svelte). The heavy parts — the dict
// loader, the move generator and the preload orchestration — still stay in lazy chunks. Scoped CSS
// lands in the CSS chunk, not this JS budget.
const BUDGET = { app: 115, shared: 30, landing: 5 };
// countdown toast live in the always-loaded game screen (Game.svelte) — and to 120 for the offline
// pass-and-play (hotseat) mode: the on-screen PIN pad, the creation roster and the in-game host menu
// live in the always-loaded New Game / Game / Lobby screens (the offline engine and the tiny PIN
// hashing stay in lazy chunks / are negligible). The heavy parts — the dict loader, the move
// generator and the preload orchestration — still stay in lazy chunks. Scoped CSS lands in the CSS
// chunk, not this JS budget.
const BUDGET = { app: 120, shared: 30, landing: 5 };
// gzipped returns the gzipped byte size of a built asset, or 0 when the reference is not a
// local file (e.g. the Telegram SDK loaded from a CDN) or is missing.