build(ui): move the rule's played-word set into the lazy dict chunk
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Building the set of words a game has already used belonged with the rest
of the rule, behind the same lazy import as the evaluator that consumes
it, rather than in the always-loaded game screen.

What is left in the app entry — the per-game flag on the decoded GameView
and the caption that names a rejected word — costs more than the budget
had free, so raise it by the usual kilobyte with the reason recorded
alongside the earlier raises.
This commit is contained in:
Ilia Denisov
2026-07-27 19:19:26 +02:00
parent 4f4768b092
commit e011b2ebe5
4 changed files with 26 additions and 15 deletions
+6 -2
View File
@@ -41,8 +41,12 @@ const DIST = 'dist';
// + the update-available nudge) and the unified-lobby / create-flow wiring ride the always-loaded
// transport / App / Lobby / New Game screens (the dict-availability guard's `getDawg` stays lazy). 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: 130, shared: 31, landing: 5 };
// chunks. Raised to 131 for the Erudit no-repeat-words rule: the per-game flag rides the decoded
// GameView (codec + model), and the always-loaded game screen has to name the word its preview
// rejected, since a repeated word is a real word and the board alone cannot say why the play is
// refused. The rule's own logic — the played-word set and the rescoring — sits with the evaluator in
// the lazy dict chunk. Scoped CSS lands in the CSS chunk, not this JS budget.
const BUDGET = { app: 131, shared: 31, 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.