08792dad3ded3dffe1d5f16aded29b63ad450059
8 Commits
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e9f4cb0178 |
test(offline): mock e2e for a device-local vs_ai game (C8)
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A Playwright spec drives the whole offline flow in the mock build: force the installed-PWA display mode, enter offline via the Settings toggle (its readiness check fetches the dawgs), assert the blue chrome + online-games-hidden + Stats-disabled, then create and play a device-local English vs_ai game with a pinned bag seed (deterministic rack NEWYMAO) -- play the opening WAY across the centre, watch the robot reply with a real move, and reload to confirm the IndexedDB replay. Enabling infra (all e2e-only; nothing enters the production build): - mock/client.ts fetchDict serves the per-variant dawgs from the preview build's /e2edict/ (was: threw 'unsupported in mock'). - scripts/e2e-dict.mjs copies the real dawgs into dist-e2e from E2E_DICT_DIR (the ui CI job fetches the scrabble-dictionary release like the Go jobs; local default: the sibling scrabble-solver/dawg); playwright.config runs it between build and preview. - localgame/id.ts setForcedSeed + gateway.ts window.__mock.setLocalSeed: a mock-only seam to pin a local game's bag seed (tree-shaken from prod). - ci.yaml ui job: fetch the dawgs + pass E2E_DICT_DIR to the e2e step. - docs/TESTING.md: the offline e2e + the mock-dawg wiring. Verified: check 0 / unit 482 / e2e 198 (both engines) / app entry 113.8/114. |
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3a72bc29ba |
fix(offline): delete a finished local game from the device, not the network
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The lobby's finished-game delete (hide) always called gateway.hideGame; for a local (offline) game the transport kill switch refused it, so it toasted and the game stayed. Route by id: a local game is removed from the device store + the source cache (LocalSource.delete), an online game still hides on the backend. |
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2a045a5b37 |
fix(offline): give the local human seat the real account id
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In a local game the human seat's account id was a synthetic 'local:human:0',
so seatName's `accountId === session.userId` check never matched: the game
header rendered BOTH seats as 🤖 (the vs_ai fallback), and the lobby's
groupGames could not find the viewer's seat, so a human's turn read as
'Their turn' with the hourglass. Carry the real account id on the human seat
(create -> record -> GameView); the robot keeps its synthetic id.
Local games created before this fix keep the old display (no migration).
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ef832b823d |
feat(offline): offline lobby lists + creates local vs_ai games
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In offline mode the lobby now shows only the device-local games and its New-vs-AI entry creates one through the in-browser engine — the visible payoff of the offline mode. - LocalSource.list() reconstructs a lobby GameView per stored local game by replay, exposed through the lazy gamesource proxy; unit-tested via an in-memory store. - Lobby.load() branches on offlineMode: lists local games and skips every gateway call (no online games/invitations/incoming); the Stats tab is disabled offline. - NewGame offline: find() creates a device-local vs_ai game via LocalSource.create using the profile's advertised dict version + a local seed; the friends flow and the random-opponent option are hidden, and the variant picker / Start are enabled offline (were gated on connection). - id.ts: newLocalGameId + randomSeed (tested). Docs: ARCHITECTURE + FUNCTIONAL(+ru) offline-mode section. Deferred to fast-follow: the Settings Friends/Profile/Feedback affordance gating, the flip-to-offline readiness wait, the offline mock e2e (needs mock-dawg support), and the local-hint UI. The offline flow is verified on the test contour — the mock e2e cannot enter offline mode (the toggle is gated to an installed PWA). |
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1654131904 |
feat(offline): wire the local game source into the game screen (Phase B3.2)
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The game screen now drives a local vs_ai game through the offline engine, dispatched by game id — completing the playable local game (on top of the source, #193). Online play is unchanged. - gamesource.ts: gameSource(id) returns the local source for a `local:` id, else the gateway (the same game-loop interface). The offline engine stays OUT of the app entry bundle — it is dynamically imported on first use (a separate chunk), so online-only users never pay for it (the app entry stays within its size budget). - localgame/id.ts: the tiny id helper (no engine imports) the dispatcher branches on. - Game.svelte: the game-loop calls (state/history/submit/pass/exchange/resign/hint/ evaluate/draft) go through gameSource(id) instead of the gateway directly; a local game's robot-reply events route through the same app event hub the network stream feeds, so the screen reacts to opponent_moved / game_over identically. Behaviour-preserving for network games (gameSource returns the gateway for them). Local verify green: check + test:unit + build + bundle-size gate + e2e (196 passed). |
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32298595f2 |
feat(offline): local game source (Phase B3.1)
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A GatewayClient-shaped facade over the offline engine, so the same game screen can drive a local vs_ai game with no backend (the wiring into Game.svelte is B3.2). - source.ts: LocalSource implements the game-loop subset (GameLoopSource) for a local game id — gameState/gameHistory via replay, submitPlay/pass/exchange/resign apply the human move then run the robot (decide(generateMoves)) synchronously, persisting both and delivering the robot's move through a per-game event emitter (no live stream). hint is gated to >30 min since the robot's last move; evaluate/checkWord are local. It translates the UI's glyph space to the engine's index space with the static letters table. - ruleset.ts: add the static per-variant letters (glyphs), pinned to the Go alphabet — offline is now fully self-contained (no reliance on a warm server alphabet cache). - engine.ts: submitPlay (infers the direction like the server SubmitPlay), evaluatePlay + dictionaryHas for the move preview / word check, and record the main-word coordinate + the words on a play (for the history MoveRecord). - source.test.ts: create -> human pass -> synchronous robot reply via the event, the hint gate, decoded history, and a whole game driven to completion. Pure additive library code; no runtime behavior change (bundle unchanged). |
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4fa77bf82c |
feat(offline): local game persistence + replay (Phase B2)
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Store an offline game durably and reconstruct it — the offline counterpart of the server's replay rehydration. Builds on the engine (#191); not wired into the UI yet (Phase B3). - serialize.ts: a LocalGameRecord (seed + rules + seat metadata + the alphabet-index move journal) and replayGame() — reconstruct a live LocalGame by seeding a fresh engine identically and replaying the journal. The board/bag/racks are not stored; they are deterministic from the seed and the replayed operations, so the record stays small. The journal is dictionary-independent (alphabet-index space, stable per variant). - store.ts: an IndexedDB store for local games (save/get/list/delete), mirroring lib/dict/store.ts — its own database, best-effort, guarded when IndexedDB is absent. - engine.ts: record the swapped tiles on an exchange (needed for exact replay) and expose the game's rule config. - serialize.test.ts: a round-trip — reconstruct a mid-game and a finished game by replay and assert the state (board/racks/bag/scores/turn/log) is identical. Pure additive library code; no runtime behavior change (bundle unchanged). |
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e4cf143e9f |
feat(offline): local game engine (Phase B1)
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The offline vs_ai game engine — a faithful TS port of backend/internal/engine that drives a whole local game with no backend. Composes with the move generator (#188) and robot strategy (#189) from Phase A; not yet wired into the UI (Phase B2/B3). - ui/src/lib/localgame/ruleset.ts: static per-variant tile values / bag counts / blank count, mirrored from rules.go (offline scoring is self-contained; online uses the server alphabet). Pinned by ruleset.parity.test.ts against a Go fixture. - bag.ts: the tile bag (fill from counts/blanks, draw-from-end, return+reshuffle) on a deterministic in-house PRNG — a game replays from its seed, not bit-identical to a server game (per plan). - board.ts: the mutable board, satisfying the validator/generator read view + set(). - engine.ts: LocalGame — deal / play (reusing validate.ts) / pass / exchange / resign, scoreless(6) & out-of-tiles end detection, end-of-game rack penalties, winner; mirrors game.go. The end-game math is exported as pure functions, pinned against the Go engine (engine.parity.test.ts, 9 constructed positions). - engine.test.ts: a full-loop smoke — two robots play a whole vs_ai game to completion via generateMoves + decide, and it is reproducible from the seed. - backend: movegen now dumps the per-variant rulesets; a new in-package engine emitter (endfixture_test.go, env-gated) produces the end-game golden. Pure additive library code; no runtime behavior change (unused at runtime, bundle unchanged). |