feat(hint): persist the vs_ai idle-hint wait (wall-clock + read sanitiser)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m28s
CI / conformance (pull_request) Successful in 11s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m44s
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m28s
CI / conformance (pull_request) Successful in 11s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m44s
Per the owner's call, the idle-hint gate now PERSISTS across leaving and reopening the app, instead of the session-scoped monotonic clock: the unlock is a wall-clock instant (hintUnlockAtMs) stamped from the robot's reply, stored on the local record, carried on the game view + the opponent_moved move delta, and read through a sanitiser that caps it at now + the window. So: - the wait survives a relaunch (a stuck turn is not forgotten); - a device clock set BACK cannot freeze the gate (the cap bounds the remaining to the window and self-heals on the next read); - a clock set FORWARD just opens the hint early -- accepted as harmless for a solo game. - lib/hints.ts hintGateRemainingMs now takes the unlock instant + clamps to the window. - localgame: re-add hintUnlockAtMs to the record/meta; stamp it off the robot's reply; sanitise on read (a shared hintUnlock helper feeds stateView + the opponent_moved event). - gamedelta + PushEvent: the move delta carries hintUnlockAtMs so the view stays fresh. - Game.svelte: hintUnlockAt derives from the view; the tick + lock + toast unchanged. - offline.spec.ts: also assert the lock survives a reload (the wait persisted). - Docs FUNCTIONAL(+_ru)/ARCHITECTURE updated (persist + sanitiser, not monotonic-resets).
This commit is contained in:
+13
-30
@@ -168,35 +168,19 @@
|
||||
// hint was spent in another game (see lib/hints).
|
||||
const hintCount = $derived(hintsLeft(view, app.profile?.hintBalance ?? 0));
|
||||
// A vs_ai game's hint is unlimited and wallet-free, but idle-gated (an anti-frustration aid: it
|
||||
// unlocks only after the player has been stuck ~30 min on a turn). The wait is measured with a
|
||||
// MONOTONIC clock (performance.now()), never a wall-clock timestamp — a device clock change (by the
|
||||
// player or an auto-sync) must not open or freeze the gate. hintGateStart is that clock when the
|
||||
// current turn's wait began (null = open: the human's first move, or the robot's turn); monoNow
|
||||
// ticks so the 🔒 lifts live at the mark. A reload restarts the wait — the monotonic clock is
|
||||
// session-scoped, and there is no tamper-proof way to carry idle time across a relaunch.
|
||||
let hintGateStart = $state<number | null>(null);
|
||||
let hintArmedFor = -1; // the moveCount the current wait was armed for (plain: not a reactive dep)
|
||||
let monoNow = $state(performance.now());
|
||||
const hintRemaining = $derived(view?.game.vsAi ? hintGateRemainingMs(hintGateStart, monoNow) : 0);
|
||||
// unlocks only after the player has been stuck ~30 min on a turn). The unlock is a persisted
|
||||
// wall-clock instant carried on the game view (`hintUnlockAtMs`, stamped by the source off the
|
||||
// robot's reply and kept fresh by the move delta), so the wait survives leaving and reopening the
|
||||
// app. It is sanitised on read (source + lib/hints cap it at now + the window) so a device clock
|
||||
// set BACK cannot freeze the gate; a clock set forward just opens the hint early, harmless for a
|
||||
// solo game. `now` ticks so the 🔒 lifts live at the mark. 0 = open (the human's first move).
|
||||
let now = $state(Date.now());
|
||||
const hintUnlockAt = $derived(view?.game.vsAi ? (view.hintUnlockAtMs ?? 0) : 0);
|
||||
const hintRemaining = $derived(hintGateRemainingMs(hintUnlockAt, now));
|
||||
const hintGated = $derived(hintRemaining > 0);
|
||||
// Arm the wait when it becomes the human's turn after the robot has moved; a human-first opening
|
||||
// (no move yet, moveCount 0) is open at once. Re-arms only when the turn actually changes.
|
||||
$effect(() => {
|
||||
const mc = view?.game.moveCount ?? 0;
|
||||
if (!view?.game.vsAi || !isMyTurn) {
|
||||
hintGateStart = null;
|
||||
hintArmedFor = -1;
|
||||
return;
|
||||
}
|
||||
if (hintArmedFor !== mc) {
|
||||
hintArmedFor = mc;
|
||||
hintGateStart = mc === 0 ? null : performance.now();
|
||||
}
|
||||
});
|
||||
// Tick the monotonic clock while a vs_ai game is open, so the gate re-evaluates and unlocks live.
|
||||
$effect(() => {
|
||||
if (!view?.game.vsAi) return;
|
||||
const iv = setInterval(() => (monoNow = performance.now()), 10_000);
|
||||
const iv = setInterval(() => (now = Date.now()), 10_000);
|
||||
return () => clearInterval(iv);
|
||||
});
|
||||
// RACK_SIZE mirrors the engine's rules.RackSize (7 for every current variant). The exchange
|
||||
@@ -361,7 +345,7 @@
|
||||
// While composing, reload so a draft overlapping the new move is reconciled; otherwise apply
|
||||
// the move as a delta with no fetch.
|
||||
if (placement.pending.length > 0) void load();
|
||||
else applyDelta(applyMoveDelta(cacheSnapshot(), { move: e.move, game: e.game, bagLen: e.bagLen }));
|
||||
else applyDelta(applyMoveDelta(cacheSnapshot(), { move: e.move, game: e.game, bagLen: e.bagLen, hintUnlockAtMs: e.hintUnlockAtMs }));
|
||||
} else if (e.kind === 'your_turn' && e.gameId === id) {
|
||||
// The opponent_moved delta carries the new state; your_turn only confirms the turn. Refetch
|
||||
// only if we missed the move (our cached count trails the event's).
|
||||
@@ -887,10 +871,9 @@
|
||||
}
|
||||
async function doHint() {
|
||||
// vs_ai: the idle gate replaces the wallet. While it is still closed, a tap only explains when the
|
||||
// hint unlocks (no wallet is ever spent) — matching the 🔒 badge. Measured fresh off the monotonic
|
||||
// clock at tap time.
|
||||
// hint unlocks (no wallet is ever spent) — matching the 🔒 badge. Measured fresh at tap time.
|
||||
if (view?.game.vsAi) {
|
||||
const remaining = hintGateRemainingMs(hintGateStart, performance.now());
|
||||
const remaining = hintGateRemainingMs(hintUnlockAt, Date.now());
|
||||
if (remaining > 0) {
|
||||
showToast(t('game.hintLockedIn', { n: hintLockMinutes(remaining) }), 'info');
|
||||
return;
|
||||
|
||||
Reference in New Issue
Block a user