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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@@ -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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