feat(offline): implicit net-state model, two-tier version gate, unified lobby
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Land the offline-model redesign (ANDROID_PLAN.md O1-O7): replace the explicit offline toggle with a single detected net-state machine, unify the lobby, and add a two-tier client-version gate. Contour-safe: both version vars empty => dormant, and the wire change is additive, so web/pwa/vk/tg behaviour is unchanged unless the gate is deliberately configured.

O1 pure net-state reducer (test-first). O2 reactive store + event wiring (connection/offline become thin shims; +@capacitor/network). O3 remove the offline toggle + migrate the pref. O4 two-tier gate: hard update_required degrades to an offline Update/Play-offline notice (not terminal); soft GATEWAY_RECOMMENDED_CLIENT_VERSION -> X-Update-Recommended nudge. O5 unified lobby (device-local + greyed-from-cache server games; self-set identity; closes G-step-0). O6 create flows (with-friends online/offline segment + offline dict guard). O7 docs (ARCHITECTURE, FUNCTIONAL +_ru, TESTING, deploy/README).

Also disable the manual android-build CI workflow for now (rename to .disabled); the Android APK release comes later.

Tests: gateway go green, svelte-check 0/0, vitest 617, e2e 122/122 (chromium + webkit).
This commit is contained in:
Ilia Denisov
2026-07-13 01:44:28 +02:00
parent 09e05eef18
commit a8f78c7880
48 changed files with 1953 additions and 973 deletions
+12 -10
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@@ -1,8 +1,9 @@
import { test, expect, type Page } from './fixtures';
// Offline pass-and-play (hotseat) is offered only in offline mode, which is gated to an installed
// standalone PWA with a confirmed email. The mock account has an email; force standalone so the
// Settings offline toggle shows.
// Offline pass-and-play (hotseat) is offered only in offline mode, which is now implicit (the net-state
// machine detects it — no toggle). The e2e drives the machine through the mock's __net hook. Standalone
// display mode is still forced so the mock's offline dictionary path (served from /e2edict/) matches an
// installed PWA.
async function forceStandalone(page: Page): Promise<void> {
await page.addInitScript(() => {
const orig = window.matchMedia.bind(window);
@@ -19,11 +20,9 @@ async function enterLobby(page: Page): Promise<void> {
}
async function goOffline(page: Page): Promise<void> {
await page.locator('button.tab').nth(2).click(); // Settings
await page.getByRole('button', { name: /^(Offline|Оффлайн)$/ }).click();
// The machine auto-detects offline (no toggle, no dialog); the lobby stays mounted and turns blue.
await page.evaluate(() => (window as unknown as { __net: { offline(): void } }).__net.offline());
await expect(page.locator('header.nav.offline')).toBeVisible({ timeout: 15000 });
await page.getByRole('button', { name: /Back|Назад/i }).click();
await expect(page.locator('button.tab').nth(2)).toBeVisible();
}
// typePin clicks the on-screen keypad digits (the pad has no OK button — the 4th digit is the action).
@@ -46,9 +45,12 @@ test.describe('offline hotseat (pass-and-play)', () => {
// randomised at start; the shuffle is seed-driven — seed '1' would seat Bob first, '2' Ann first.)
await page.evaluate(() => (window as unknown as { __mock: { setLocalSeed(s: string): void } }).__mock.setLocalSeed('2'));
// New game -> the offline mode selector now offers "with friends" (hotseat).
// New game -> "with friends" offers an online (invite) / offline (hotseat) segment. Offline, the
// online segment is disabled and the offline (pass-and-play) one is forced, so the hotseat form shows.
await page.locator('button.tab').nth(0).click();
await page.getByRole('button', { name: /With friends|друзьями/i }).click();
await expect(page.getByRole('button', { name: /Invite a friend|Пригласить друга/i })).toBeDisabled();
await expect(page.locator('.hostpin')).toBeVisible();
// The player rows are disabled until the mandatory host (master) PIN is set.
await expect(page.locator('.pname').first()).toBeDisabled();
@@ -115,12 +117,12 @@ test.describe('offline hotseat (pass-and-play)', () => {
// Back in the lobby the active hotseat game has a kebab; terminating it needs the master PIN.
await page.getByRole('button', { name: /Back|Назад/i }).click();
await expect(page.getByText('Ann', { exact: false }).first()).toBeVisible();
await expect(page.locator('.rowwrap')).toHaveCount(1);
await expect(page.locator('.rowwrap:not(.greyed)')).toHaveCount(1);
await page.locator('.kebab').first().click();
const del = page.locator('.rowwrap.revealed .del');
await expect(del).toBeVisible();
await del.click();
await typePin(page, '9999');
await expect(page.locator('.rowwrap')).toHaveCount(0);
await expect(page.locator('.rowwrap:not(.greyed)')).toHaveCount(0);
});
});
+7 -4
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@@ -63,15 +63,18 @@ test.describe('native offline-first', () => {
expect(await page.locator('[data-cell].filled').count()).toBeGreaterThan(3);
}).toPass({ timeout: 15000 });
// Back to the lobby, then the network returns: reconciliation silently mints + adopts a server
// guest and clears the auto-offline, so online lights up — the offline tint drops, the seeded
// online game (vs Ann) appears and the Stats tab re-enables. (The local vs_ai game stays
// device-only, so the online lobby list no longer shows it — that is the intended split.)
// Back to the lobby (still offline): the device-local vs_ai game (🤖) is listed. Then the network
// returns: reconciliation silently mints + adopts a server guest and clears the auto-offline, so
// online lights up — the offline tint drops, the seeded online game (vs Ann) appears and Stats
// re-enables. The local game STAYS visible in the unified lobby alongside the server games — a
// reconciled guest keeps its device-local games (this closes G-step-0).
await page.getByRole('button', { name: /Back|Назад/i }).click();
await expect(page.locator('button.tab').nth(2)).toBeVisible();
await expect(page.locator('.rowwrap').filter({ hasText: '🤖' })).toBeVisible(); // the local vs_ai game, listed while offline
await page.evaluate(() => (window as unknown as { __native: { reconcile(): void } }).__native.reconcile());
await expect(page.locator('header.nav.offline')).toHaveCount(0);
await expect(page.getByText('Ann', { exact: false }).first()).toBeVisible({ timeout: 15000 });
await expect(page.locator('.rowwrap').filter({ hasText: '🤖' })).toBeVisible(); // still listed online — the reconciled guest keeps it (G-step-0)
await expect(page.locator('button.tab').nth(1)).toBeEnabled();
// The native sign-in surface is guest + email only: on Profile the Telegram + VK LINK buttons are
+71 -27
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@@ -1,8 +1,9 @@
import { test, expect, type Page } from './fixtures';
// The offline mode is gated to an installed standalone PWA with a confirmed email. The mock account
// has an email; force the standalone display mode so the Settings offline toggle is offered. Only the
// `(display-mode: standalone)` query is overridden — theme/reduce-motion queries pass through.
// Offline is now implicit — the net-state machine detects it; there is no toggle. The e2e drives the
// machine through the mock's __net hook (the real probe watcher is inert under the mock). Standalone
// display mode is still forced so the mock's offline dictionary path (served from /e2edict/) matches an
// installed PWA; only the `(display-mode: standalone)` query is overridden.
async function forceStandalone(page: Page): Promise<void> {
await page.addInitScript(() => {
const orig = window.matchMedia.bind(window);
@@ -15,25 +16,30 @@ async function forceStandalone(page: Page): Promise<void> {
// After a load, land in the lobby. The mock cold-starts on the login screen (no seeded session), so
// click through as guest. Waiting for the button (rather than a point-in-time count()) is what makes
// this deterministic: a count() sampled during the pre-login splash frame returned 0, skipped the
// click, and then hung — or latched a transient lobby tab-bar — instead of opening the real lobby.
// this deterministic.
async function enterLobby(page: Page): Promise<void> {
await page.getByRole('button', { name: /guest|гост/i }).first().click();
// The lobby tab bar has three tabs in a fixed order: New (0), Stats (1), Settings (2). nth() is
// robust to locale, emoji variation selectors and the coachmark anchors (which the first-run
// onboarding strips after it completes).
// robust to locale, emoji variation selectors and the coachmark anchors.
await expect(page.locator('button.tab').nth(2)).toBeVisible();
}
// Pick a rack tile by its glyph and drop it on a board square (the rack of the pinned-seed game has
// all-distinct letters, so the glyph is unambiguous).
// Drive the net-state machine offline / online through the mock hook (no toggle, no dialog).
async function goOffline(page: Page): Promise<void> {
await page.evaluate(() => (window as unknown as { __net: { offline(): void } }).__net.offline());
}
async function goOnline(page: Page): Promise<void> {
await page.evaluate(() => (window as unknown as { __net: { online(): void } }).__net.online());
}
// Pick a rack tile by its glyph and drop it on a board square (the pinned-seed rack is all-distinct).
async function placeTile(page: Page, glyph: string, row: number, col: number): Promise<void> {
await page.locator('.rack .tile', { hasText: glyph }).first().click();
await page.locator(`[data-cell][data-row="${row}"][data-col="${col}"]`).click();
}
test.describe('offline mode', () => {
test('enter via the toggle, play a local vs_ai game, persist across a reload', async ({ page }) => {
test.describe('offline mode (implicit)', () => {
test('auto-detects offline, plays a local vs_ai game, persists across a reload', async ({ page }) => {
await forceStandalone(page);
await page.goto('/');
await enterLobby(page);
@@ -41,23 +47,22 @@ test.describe('offline mode', () => {
// Online: a seeded online game (vs Ann) is listed.
await expect(page.getByText('Ann', { exact: false }).first()).toBeVisible();
// Enter offline through the real Settings toggle (its readiness check fetches every enabled
// variant's dawg, served from /e2edict/ by the mock) — the header turns blue with the chip.
await page.locator('button.tab').nth(2).click();
await page.getByRole('button', { name: /^(Offline|Оффлайн)$/ }).click();
// The network drops: the machine auto-detects offline (no toggle, no dialog) — a toast announces it
// and the header turns blue with the chip.
await goOffline(page);
await expect(page.locator('.toast')).toContainText(/offline|соединени/i);
await expect(page.locator('header.nav.offline')).toBeVisible({ timeout: 15000 });
// Back in the (now offline) lobby: the online games are hidden and the Stats tab is disabled.
await page.getByRole('button', { name: /Back|Назад/i }).click();
await expect(page.locator('button.tab').nth(2)).toBeVisible();
await expect(page.getByText('Ann', { exact: false })).toHaveCount(0);
// The (now offline) lobby stays mounted: the server game (vs Ann) rides along GREYED from the cache
// (un-openable), and the Stats tab disables.
await expect(page.locator('.rowwrap.greyed').filter({ hasText: 'Ann' })).toBeVisible();
await expect(page.locator('button.tab').nth(1)).toBeDisabled();
// Create a device-local English vs_ai game with a pinned bag seed (deals the rack NEWYMAO).
await page.evaluate(() => (window as unknown as { __mock: { setLocalSeed(s: string): void } }).__mock.setLocalSeed('1'));
await page.locator('button.tab').nth(0).click();
// The English variant's display name is "Scrabble" (Latin) in both locales — the Russian
// variants are "Скрэббл"/"Эрудит"/"Erudite", so this uniquely selects the English game.
// The English variant's display name is "Scrabble" (Latin) in both locales — the Russian variants
// are "Скрэббл"/"Эрудит"/"Erudite", so this uniquely selects the English game.
await page.locator('.variant', { hasText: 'Scrabble' }).click();
await page.locator('button.invite').click();
await expect(page.locator('[data-cell]').first()).toBeVisible();
@@ -72,8 +77,8 @@ test.describe('offline mode', () => {
await expect(page.locator('[data-cell].pending')).toHaveCount(3);
await page.locator('.make').click();
// The play commits and the local robot replies with a real move, so the board carries more than
// WAY's three tiles.
// The play commits and the local robot replies with a real move (which needs the bundled
// dictionary), so the board carries more than WAY's three tiles.
await expect(async () => {
expect(await page.locator('[data-cell].filled').count()).toBeGreaterThan(3);
}).toPass({ timeout: 15000 });
@@ -83,13 +88,52 @@ test.describe('offline mode', () => {
// button shows the 🔒 lock (it lifts after 30 idle minutes on a monotonic clock — not waited here).
await expect(page.locator('.lock')).toBeVisible();
// Reload: the hash router restores the /game/<id> route and the local game replays from
// IndexedDB with every committed tile intact.
// Reload: the hash router restores the /game/<id> route and the local game replays from IndexedDB
// with every committed tile intact.
await page.reload();
await expect(page.locator('[data-cell]').first()).toBeVisible();
await expect(page.locator('[data-cell].filled')).toHaveCount(filled);
// The idle-hint gate is persisted (a wall-clock unlock time), so the 🔒 survives the reload
// the wait was not reset by relaunching.
// The idle-hint gate is persisted (a wall-clock unlock time), so the 🔒 survives the reload.
await expect(page.locator('.lock')).toBeVisible();
});
test('self-heals to online when the network returns', async ({ page }) => {
await forceStandalone(page);
await page.goto('/');
await enterLobby(page);
await expect(page.getByText('Ann', { exact: false }).first()).toBeVisible();
// Offline, then the network returns: the machine heals to online on its own (a "back online" toast),
// the offline tint drops and the online games return — no user action.
await goOffline(page);
await expect(page.locator('header.nav.offline')).toBeVisible({ timeout: 15000 });
await expect(page.locator('.rowwrap.greyed').filter({ hasText: 'Ann' })).toBeVisible();
await goOnline(page);
await expect(page.locator('header.nav.offline')).toHaveCount(0, { timeout: 15000 });
// Back online, the server game is active again (no longer greyed).
await expect(page.getByText('Ann', { exact: false }).first()).toBeVisible();
await expect(page.locator('.rowwrap.greyed')).toHaveCount(0);
await expect(page.locator('button.tab').nth(1)).toBeEnabled();
});
test('a stale deliberate-offline pref is ignored and cleared; Settings has no toggle', async ({ page }) => {
await forceStandalone(page);
// Seed a pre-redesign deliberate-offline flag: offline is implicit now, so it must be ignored
// (nobody stuck offline) and cleared on boot.
await page.addInitScript(() => localStorage.setItem('scrabble.offlineMode', '1'));
await page.goto('/');
await enterLobby(page);
// Booted online despite the stale pref: the online game (vs Ann) shows and the header is not blue.
await expect(page.getByText('Ann', { exact: false }).first()).toBeVisible();
await expect(page.locator('header.nav.offline')).toHaveCount(0);
// The orphaned key was cleared at boot.
expect(await page.evaluate(() => localStorage.getItem('scrabble.offlineMode'))).toBeNull();
// Settings no longer offers the offline toggle (the "Play mode" Online/Offline segment is gone),
// even in the eligible (standalone + email) context where it used to appear.
await page.locator('button.tab').nth(2).click();
await expect(page.getByRole('button', { name: /^(Offline|Оффлайн)$/ })).toHaveCount(0);
});
});
+61 -18
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@@ -1,34 +1,77 @@
import { expect, test } from './fixtures';
import { expect, test, type Page } from './fixtures';
// The "update required" overlay is raised in prod when the edge's client-version gate turns away a
// too-old build (the update_required result_code on Execute, a Subscribe FailedPrecondition). The
// mock transport never produces one, so — like the maintenance overlay — the e2e drives it through
// the window.__update hook (gateway.ts, mock-only). It is app-global (mounted outside the route
// blocks in App.svelte), so it shows without a session, and it is terminal (no self-clearing poll).
test('update overlay covers the app when the client is too old', async ({ page }) => {
// The two-tier client-version gate (docs/ARCHITECTURE.md §2). The mock transport never produces a real
// version signal, so — like the maintenance overlay — the e2e drives both tiers through the
// window.__update hook (gateway.ts, mock-only): __update.on() raises the HARD "update required" notice
// (the net-state machine's offlineVersionLocked), __update.recommend() raises the SOFT "update
// available" nudge.
async function enterLobby(page: Page): Promise<void> {
await page.getByRole('button', { name: /guest|гост/i }).first().click();
await expect(page.locator('button.tab').nth(2)).toBeVisible();
}
test('the update-required notice covers the app and offers Update or Play offline', async ({ page }) => {
await page.goto('/');
await expect(page.getByRole('alertdialog')).toHaveCount(0);
await page.evaluate(() => (window as unknown as { __update: { on(): void } }).__update.on());
const overlay = page.getByRole('alertdialog');
await expect(overlay).toBeVisible();
// One action button (EN "Update" / RU "Обновить" depending on locale).
await expect(overlay.getByRole('button', { name: /Update|Обновить/i })).toBeVisible();
const notice = page.getByRole('alertdialog');
await expect(notice).toBeVisible();
await expect(notice.getByRole('button', { name: /Update|Обновить/i })).toBeVisible();
await expect(notice.getByRole('button', { name: /Play offline|Играть офлайн/i })).toBeVisible();
});
test('the update action reloads the web client', async ({ page }) => {
test('the Update action reloads the web client', async ({ page }) => {
await page.goto('/');
await page.evaluate(() => (window as unknown as { __update: { on(): void } }).__update.on());
const overlay = page.getByRole('alertdialog');
await expect(overlay).toBeVisible();
const notice = page.getByRole('alertdialog');
await expect(notice).toBeVisible();
// On the web the action reloads the page to fetch the current client (on a native build it opens
// the store instead). The reload resets the terminal store, so the app re-bootstraps: the overlay
// is gone and the login is back.
// On the web the action reloads the page to fetch the current client (a native build opens the store
// instead). The reload re-bootstraps to INITIAL online, so the notice is gone and the login is back.
await Promise.all([
page.waitForEvent('load'),
overlay.getByRole('button', { name: /Update|Обновить/i }).click(),
notice.getByRole('button', { name: /Update|Обновить/i }).click(),
]);
await expect(page.getByRole('alertdialog')).toHaveCount(0);
await expect(page.getByRole('button', { name: /guest/i })).toBeVisible();
});
test('Play offline dismisses the notice into the offline lobby', async ({ page }) => {
await page.goto('/');
await enterLobby(page);
// Online first: the seeded online game (vs Ann) is listed.
await expect(page.getByText('Ann', { exact: false }).first()).toBeVisible();
// A too-old foreground call locks the version: the notice covers the (now offline) app.
await page.evaluate(() => (window as unknown as { __update: { on(): void } }).__update.on());
const notice = page.getByRole('alertdialog');
await expect(notice).toBeVisible();
// "Play offline" dismisses the notice and leaves the app in the offline lobby (the version lock is an
// offline state): the header is blue and the online game is gone.
await notice.getByRole('button', { name: /Play offline|Играть офлайн/i }).click();
await expect(page.getByRole('alertdialog')).toHaveCount(0);
await expect(page.locator('header.nav.offline')).toBeVisible();
// The server game (vs Ann) rides along greyed from the cache (offline, un-openable).
await expect(page.locator('.rowwrap.greyed').filter({ hasText: 'Ann' })).toBeVisible();
});
test('the soft update-available nudge shows in the lobby and dismisses', async ({ page }) => {
await page.goto('/');
await enterLobby(page);
await expect(page.locator('.nudge')).toHaveCount(0);
// A served response below the recommended version carries X-Update-Recommended: the non-blocking
// nudge appears in the lobby (above the tab bar); play is unaffected — no overlay.
await page.evaluate(() => (window as unknown as { __update: { recommend(): void } }).__update.recommend());
const nudge = page.locator('.nudge');
await expect(nudge).toBeVisible();
await expect(nudge).toContainText(/Update available|Доступно обновление/i);
await expect(page.getByRole('alertdialog')).toHaveCount(0);
// Dismissing it (the ×) hides it for the session.
await nudge.getByRole('button', { name: /Close|Закрыть/i }).click();
await expect(page.locator('.nudge')).toHaveCount(0);
});