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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@@ -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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