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
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@@ -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 // 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 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 // 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 // countdown toast live in the always-loaded game screen (Game.svelte) — and to 120 for the offline
// loader, the move generator and the preload orchestration — still stay in lazy chunks. Scoped CSS // pass-and-play (hotseat) mode: the on-screen PIN pad, the creation roster and the in-game host menu
// lands in the CSS chunk, not this JS budget. // live in the always-loaded New Game / Game / Lobby screens (the offline engine and the tiny PIN
const BUDGET = { app: 115, shared: 30, landing: 5 }; // 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 // 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. // local file (e.g. the Telegram SDK loaded from a CDN) or is missing.
+4 -3
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@@ -120,13 +120,14 @@ describe('LocalSource hotseat', () => {
expect(await src.verifyHostPin('local:h7', '0000')).toBe(false); expect(await src.verifyHostPin('local:h7', '0000')).toBe(false);
}); });
it('persists a naturally finished game (scoreless run) as finished', async () => { it('persists a naturally finished game (scoreless run) as finished, and unlocked', async () => {
const src = await hotseat('local:h8', [ const src = await hotseat('local:h8', [
{ kind: 'human', name: 'A' }, { kind: 'human', name: 'A', pin: await newLock('1111') },
{ kind: 'human', name: 'B' }, { kind: 'human', name: 'B', pin: await newLock('2222') },
]); ]);
for (let i = 0; i < 6; i++) await src.pass('local:h8'); for (let i = 0; i < 6; i++) await src.pass('local:h8');
const st = await src.gameState('local:h8'); const st = await src.gameState('local:h8');
expect(st.game.status).toBe('finished'); expect(st.game.status).toBe('finished');
expect(st.locked).toBeFalsy(); // a finished game shows its final rack, never an unlock button
}); });
}); });
+2 -1
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@@ -418,7 +418,8 @@ export class LocalSource implements GameLoopSource {
private stateView(entry: Live): StateView { private stateView(entry: Live): StateView {
const hotseat = !!entry.record.hotseat; const hotseat = !!entry.record.hotseat;
const seat = hotseat ? entry.game.currentPlayer : this.humanSeat(entry); 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)); const rack = locked ? [] : entry.game.handOf(seat).map((t) => indexToLetter(entry.record.variant, t));
return { return {
game: this.gameView(entry), game: this.gameView(entry),