feat(hint): persist the vs_ai idle-hint wait (wall-clock + read sanitiser)
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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).
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+10
-2
@@ -11,6 +11,9 @@ export interface MoveDelta {
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move?: MoveRecord;
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game?: GameView;
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bagLen: number;
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/** For a vs_ai game, the refreshed idle-hint unlock instant (the robot's reply re-arms the gate),
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* so the cached view stays current without a refetch; absent leaves the prior value. */
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hintUnlockAtMs?: number;
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}
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/**
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@@ -50,7 +53,12 @@ export function applyMoveDelta(cached: CachedGame | undefined, d: MoveDelta): De
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if (next > have + 1) return { refetch: true }; // a gap — an intermediate move was missed
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// The actor's own move changed their rack (a draw), which opponent_moved does not carry.
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if (d.move.player === cached.view.seat) return { refetch: true };
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const view: StateView = { ...cached.view, game: d.game, bagLen: d.bagLen };
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const view: StateView = {
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...cached.view,
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game: d.game,
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bagLen: d.bagLen,
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hintUnlockAtMs: d.hintUnlockAtMs ?? cached.view.hintUnlockAtMs,
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};
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return { cache: { view, moves: [...cached.moves, d.move] }, refetch: false };
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}
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@@ -79,7 +87,7 @@ export function applyGameOver(cached: CachedGame | undefined, game: GameView | u
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*/
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export function advanceCached(cached: CachedGame | undefined, e: PushEvent): CachedGame | undefined {
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if (e.kind === 'opponent_moved') {
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return applyMoveDelta(cached, { move: e.move, game: e.game, bagLen: e.bagLen }).cache;
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return applyMoveDelta(cached, { move: e.move, game: e.game, bagLen: e.bagLen, hintUnlockAtMs: e.hintUnlockAtMs }).cache;
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}
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if (e.kind === 'game_over') return applyGameOver(cached, e.game).cache;
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if (e.kind === 'opponent_joined' && e.state) return applyOpponentJoined(cached, e.state);
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@@ -31,19 +31,25 @@ describe('hintsLeft', () => {
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});
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});
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describe('hintGateRemainingMs (the vs_ai idle-hint gate, monotonic)', () => {
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it('is 0 when the gate is open — a null start (the human first move, or a non-gated game)', () => {
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expect(hintGateRemainingMs(null, 5000, 1000)).toBe(0);
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describe('hintGateRemainingMs (the vs_ai idle-hint gate)', () => {
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it('is 0 when the gate is open — no unlock time (the human first move, or a non-gated game)', () => {
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expect(hintGateRemainingMs(undefined, 5000, 1000)).toBe(0);
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expect(hintGateRemainingMs(0, 5000, 1000)).toBe(0);
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});
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it('is 0 once the idle window has fully elapsed', () => {
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expect(hintGateRemainingMs(0, 1000, 1000)).toBe(0);
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expect(hintGateRemainingMs(0, 1500, 1000)).toBe(0);
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it('is 0 once the unlock instant has passed (the gate is open)', () => {
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expect(hintGateRemainingMs(1000, 1000, 1000)).toBe(0);
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expect(hintGateRemainingMs(1000, 1500, 1000)).toBe(0);
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});
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it('counts down the monotonic time remaining while still gated (only the delta matters)', () => {
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expect(hintGateRemainingMs(0, 400, 1000)).toBe(600);
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expect(hintGateRemainingMs(1000, 1400, 1000)).toBe(600);
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it('is the wall-clock time remaining while still gated', () => {
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expect(hintGateRemainingMs(1000, 400, 1000)).toBe(600);
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});
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it('clamps to the window, so a clock set back cannot freeze the gate above the window', () => {
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// now shoved far into the past (device clock moved back): the raw remaining would exceed the
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// window, but the cap keeps it at the window so the wait stays bounded and self-heals.
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expect(hintGateRemainingMs(1000, -100_000, 1000)).toBe(1000);
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});
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});
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+13
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@@ -30,19 +30,23 @@ export const HINT_GATE_MS = 30 * 60 * 1000;
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/**
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* hintGateRemainingMs returns how long (in milliseconds) until a vs_ai game's idle hint unlocks — 0
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* once it is available. It is measured from a MONOTONIC clock (performance.now()), never a wall-clock
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* timestamp, so a device clock change — by the user or an auto-sync — can neither open nor freeze the
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* gate. gateStartMono is the performance.now() captured when the current turn's wait began; null
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* means the gate is open (the human's first move, or not a gated game). The vs_ai hint is unlimited
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* and wallet-free; this idle gate is an anti-frustration aid that unlocks only after a stuck turn.
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* once it is available. hintUnlockAtMs is the wall-clock instant the hint opens (the robot's last
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* move plus the idle window), persisted so the wait survives leaving and reopening the app; 0 or
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* undefined means the gate is open (the human's first move, or a non-gated game).
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*
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* The result is CLAMPED to the window. A wall-clock timestamp is the only way to carry idle time
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* across an app relaunch, but a device clock the player changes (or an auto-sync) could push the
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* unlock far into the future and freeze the gate; capping the remaining at the window means the wait
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* is never longer than intended and self-heals (the caller re-reads a sanitised value on load). A
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* clock moved forward simply opens the hint early — harmless for this solo anti-frustration aid.
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*/
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export function hintGateRemainingMs(
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gateStartMono: number | null,
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monoNow: number,
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hintUnlockAtMs: number | undefined,
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nowMs: number,
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gateMs: number = HINT_GATE_MS,
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): number {
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if (gateStartMono === null) return 0;
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return Math.max(0, gateMs - (monoNow - gateStartMono));
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if (!hintUnlockAtMs) return 0;
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return Math.min(gateMs, Math.max(0, hintUnlockAtMs - nowMs));
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}
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/** hintLockMinutes rounds a remaining-milliseconds gap up to whole minutes for the "available in N
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@@ -46,7 +46,7 @@ function makeGame(seed: bigint): LocalGame {
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return new LocalGame({ variant: 'scrabble_en', version: 'sample', seed, players: 2, dawg, multipleWords: true });
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}
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const meta = { id: 'g1', seats, createdAtUnix: 1, updatedAtUnix: 2 };
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const meta = { id: 'g1', seats, createdAtUnix: 1, updatedAtUnix: 2, hintUnlockAtMs: 0 };
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describe('local game serialize + replay', () => {
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it('reconstructs a mid-game position by replay', () => {
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@@ -38,6 +38,11 @@ export interface LocalGameRecord {
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status: 'active' | 'finished';
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createdAtUnix: number;
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updatedAtUnix: number;
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/** Wall-clock ms at which the vs_ai idle hint unlocks (the robot's last move + the window), or 0
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* while open (no robot move yet). Persisted so the wait survives leaving and reopening the app;
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* read through a sanitiser (cap at now + window) so a device clock set back cannot freeze it —
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* see lib/hints. */
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hintUnlockAtMs: number;
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}
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/** The record fields the caller owns (the engine supplies the rest). */
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@@ -46,6 +51,7 @@ export interface RecordMeta {
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seats: Seat[];
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createdAtUnix: number;
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updatedAtUnix: number;
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hintUnlockAtMs: number;
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}
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/**
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@@ -67,6 +73,7 @@ export function serializeGame(game: LocalGame, meta: RecordMeta): LocalGameRecor
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status: game.isOver ? 'finished' : 'active',
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createdAtUnix: meta.createdAtUnix,
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updatedAtUnix: meta.updatedAtUnix,
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hintUnlockAtMs: meta.hintUnlockAtMs,
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};
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}
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@@ -13,6 +13,7 @@ import { serializeGame, replayGame, type LocalGameRecord, type Seat as LocalSeat
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import { getLocalGame, saveLocalGame, listLocalGames, deleteLocalGame } from './store';
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import { RULESETS } from './ruleset';
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import { getDawg } from '../dict';
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import { HINT_GATE_MS } from '../hints';
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import { LOCAL_ID_PREFIX, isLocalGameId } from './id';
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import { decide } from '../robot/strategy';
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import { GatewayError, type PlacedTile } from '../client';
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@@ -120,6 +121,7 @@ export class LocalSource implements GameLoopSource {
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seats: opts.seats.map((s) => ({ kind: s.kind, name: s.name, accountId: s.accountId })),
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createdAtUnix: now,
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updatedAtUnix: now,
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hintUnlockAtMs: 0, // no robot move yet: a human-first opening's hint is open at once
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});
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const entry: Live = { game, record };
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this.live.set(opts.id, entry);
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@@ -277,15 +279,20 @@ export class LocalSource implements GameLoopSource {
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else if (dec.kind === 'exchange' && g.bagLength >= RULESETS[entry.record.variant].rackSize) out.push(g.exchange(dec.exchange));
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else out.push(g.pass());
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}
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// Arm the idle hint gate from the robot's reply: a wall-clock unlock time, persisted so the wait
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// survives a relaunch. Read back through a sanitiser (lib/hints / stateView) so a clock set back
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// cannot freeze it.
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if (out.length > 0) entry.record.hintUnlockAtMs = Date.now() + HINT_GATE_MS;
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return out;
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}
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private emitRobot(entry: Live, moves: LocalMove[]): void {
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const set = this.listeners.get(entry.record.id);
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if (!set) return;
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const hintUnlockAtMs = this.hintUnlock(entry);
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for (const m of moves) {
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const game = this.gameView(entry);
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const ev: PushEvent = { kind: 'opponent_moved', gameId: entry.record.id, move: this.moveRecord(entry.record.variant, m), game, bagLen: entry.game.bagLength };
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const ev: PushEvent = { kind: 'opponent_moved', gameId: entry.record.id, move: this.moveRecord(entry.record.variant, m), game, bagLen: entry.game.bagLength, hintUnlockAtMs };
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for (const cb of set) cb(ev);
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}
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if (entry.game.isOver) {
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@@ -301,6 +308,7 @@ export class LocalSource implements GameLoopSource {
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seats: entry.record.seats,
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createdAtUnix: entry.record.createdAtUnix,
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updatedAtUnix: nowUnix(),
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hintUnlockAtMs: entry.record.hintUnlockAtMs,
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});
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await saveLocalGame(entry.record);
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}
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@@ -333,10 +341,25 @@ export class LocalSource implements GameLoopSource {
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// --- shape builders --------------------------------------------------------
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// The vs_ai idle-hint unlock instant, sanitised on read: capped at now + the window so a device
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// clock set back cannot push it far ahead and freeze the gate (the client counts down from here).
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// 0 while open (a human-first opening, no robot move yet).
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private hintUnlock(entry: Live): number {
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return entry.record.hintUnlockAtMs ? Math.min(entry.record.hintUnlockAtMs, Date.now() + HINT_GATE_MS) : 0;
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}
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private stateView(entry: Live): StateView {
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const seat = this.humanSeat(entry);
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const rack = entry.game.handOf(seat).map((t) => indexToLetter(entry.record.variant, t));
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return { game: this.gameView(entry), seat, rack, bagLen: entry.game.bagLength, hintsRemaining: 1, walletBalance: 0 };
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return {
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game: this.gameView(entry),
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seat,
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rack,
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bagLen: entry.game.bagLength,
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hintsRemaining: 1,
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walletBalance: 0,
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hintUnlockAtMs: this.hintUnlock(entry),
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};
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}
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private gameView(entry: Live): GameView {
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+5
-1
@@ -82,6 +82,10 @@ export interface StateView {
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bagLen: number;
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hintsRemaining: number;
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walletBalance: number;
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/** For a vs_ai game, the wall-clock ms at which the idle hint unlocks — persisted so the wait
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* survives a relaunch, and sanitised on read so a device clock set back cannot freeze it — or
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* 0/undefined while open (the human's first move, or a non-vs_ai game). See lib/hints. */
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hintUnlockAtMs?: number;
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}
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export interface MoveResult {
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@@ -421,7 +425,7 @@ export interface GameList {
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*/
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export type PushEvent =
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| { kind: 'your_turn'; gameId: string; deadlineUnix: number; opponentName: string; moveCount: number }
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| { kind: 'opponent_moved'; gameId: string; move?: MoveRecord; game?: GameView; bagLen: number }
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| { kind: 'opponent_moved'; gameId: string; move?: MoveRecord; game?: GameView; bagLen: number; hintUnlockAtMs?: number }
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| { kind: 'game_over'; gameId: string; result: string; scoreLine: string; game?: GameView }
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| { kind: 'chat_message'; message: ChatMessage }
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| { kind: 'nudge'; gameId: string; fromUserId: string; senderName: string }
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