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).
This commit is contained in:
Ilia Denisov
2026-07-06 22:34:50 +02:00
parent 42a6308261
commit ff486c80f8
12 changed files with 107 additions and 64 deletions
+10 -2
View File
@@ -11,6 +11,9 @@ export interface MoveDelta {
move?: MoveRecord;
game?: GameView;
bagLen: number;
/** For a vs_ai game, the refreshed idle-hint unlock instant (the robot's reply re-arms the gate),
* so the cached view stays current without a refetch; absent leaves the prior value. */
hintUnlockAtMs?: number;
}
/**
@@ -50,7 +53,12 @@ export function applyMoveDelta(cached: CachedGame | undefined, d: MoveDelta): De
if (next > have + 1) return { refetch: true }; // a gap — an intermediate move was missed
// The actor's own move changed their rack (a draw), which opponent_moved does not carry.
if (d.move.player === cached.view.seat) return { refetch: true };
const view: StateView = { ...cached.view, game: d.game, bagLen: d.bagLen };
const view: StateView = {
...cached.view,
game: d.game,
bagLen: d.bagLen,
hintUnlockAtMs: d.hintUnlockAtMs ?? cached.view.hintUnlockAtMs,
};
return { cache: { view, moves: [...cached.moves, d.move] }, refetch: false };
}
@@ -79,7 +87,7 @@ export function applyGameOver(cached: CachedGame | undefined, game: GameView | u
*/
export function advanceCached(cached: CachedGame | undefined, e: PushEvent): CachedGame | undefined {
if (e.kind === 'opponent_moved') {
return applyMoveDelta(cached, { move: e.move, game: e.game, bagLen: e.bagLen }).cache;
return applyMoveDelta(cached, { move: e.move, game: e.game, bagLen: e.bagLen, hintUnlockAtMs: e.hintUnlockAtMs }).cache;
}
if (e.kind === 'game_over') return applyGameOver(cached, e.game).cache;
if (e.kind === 'opponent_joined' && e.state) return applyOpponentJoined(cached, e.state);