build(ui): move the rule's played-word set into the lazy dict chunk
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 11s
CI / integration (pull_request) Successful in 19s
CI / ui (pull_request) Successful in 1m16s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 2m27s
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 11s
CI / integration (pull_request) Successful in 19s
CI / ui (pull_request) Successful in 1m16s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 2m27s
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:
@@ -3,5 +3,6 @@
|
||||
// of the initial app bundle — it is a progressive enhancement over the network
|
||||
// preview, which remains the fallback.
|
||||
export { evaluateLocal } from './eval';
|
||||
export { playedWordsFromHistory } from './norepeat';
|
||||
export { getDawg, peekDawg, hasDawg, dictLoadingDisabled, noteDictMiss, clearDictInstances, bustDictHttpCache } from './loader';
|
||||
export { clearDictCache, listCachedDicts } from './store';
|
||||
|
||||
Reference in New Issue
Block a user