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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@@ -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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