fix(offline): unlock finished hotseat games + raise entry budget to 120
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m5s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 2m47s
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m5s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 2m47s
- 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:
@@ -418,7 +418,8 @@ export class LocalSource implements GameLoopSource {
|
||||
private stateView(entry: Live): StateView {
|
||||
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;
|
||||
// A finished game is never locked — its final rack is shown for review, not an unlock button.
|
||||
const locked = !entry.game.isOver && 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),
|
||||
|
||||
Reference in New Issue
Block a user