fix(hint): stop the hint count going stale across games
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The in-game hint badge re-fetched on entry and, for a game where it was the player's turn, showed a too-high count that "reset" (e.g. back to 11) — the wallet hint spent in another game was not reflected. Root cause: the server sends one hints_remaining = per-game allowance + global wallet, and the client cached that combined number per game. The wallet is global, so spending a wallet hint in one game left every other game's cached count stale (a my-turn game holds the stalest value: the opponent-moved delta preserves the old number, whereas a game you just moved in re-cached a fresh one). The backend allowance-then-wallet spend order was already correct. Fix: split the two. StateView/HintResult gain a trailing wallet_balance field (the global wallet alone); the client derives the per-game allowance as hints_remaining - wallet_balance (stable, cacheable) and reads the wallet live from the profile, refreshing it from every state/hint response. The badge is allowance + live wallet, so a wallet hint anywhere updates every game at once. - wire: scrabble.fbs StateView/HintResult + pkg/wire.BuildStateView (the single encoder for both the gateway transcode and the backend's event StateView), gateway encode + resp structs, regen. - backend: game StateView/HintResult + service (GameState/Hint) + eventwire + notify PlayerState/encode + server DTOs. - ui: lib/hints.ts (pure hintsLeft), Game.svelte (badge + syncWallet on load/hint, carry wallet_balance through applyMoveResult), codec/model, mock. - docs: ARCHITECTURE §Hint. Tests: hints.ts unit (incl. the staleness case), TestHintPolicy extended (wallet_balance + allowance-first), gateway state/hint round-trips.
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@@ -162,6 +162,7 @@ type StateResp struct {
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Rack []int `json:"rack"`
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BagLen int `json:"bag_len"`
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HintsRemaining int `json:"hints_remaining"`
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WalletBalance int `json:"wallet_balance"`
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Alphabet []AlphabetEntryJSON `json:"alphabet,omitempty"`
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}
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@@ -331,6 +332,7 @@ func (c *Client) ChatPost(ctx context.Context, userID, gameID, body, clientIP st
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type HintResultResp struct {
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Move MoveRecordResp `json:"move"`
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HintsRemaining int `json:"hints_remaining"`
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WalletBalance int `json:"wallet_balance"`
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}
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// EvalResultResp is an unlimited move preview. Dir is the orientation the backend
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