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6 Commits

Author SHA1 Message Date
Ilia Denisov fb0ddab0f1 feat(ui): hide GCG export in honest-AI games
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A vs_ai game is throwaway practice, so its finished history header no longer
offers the 📤 GCG export (an empty slot keeps the comms icon pinned right).
Docs note the AI exclusion; UI_DESIGN also records that confirming a resign
reveals the full board (closes the history drawer, zooms out).
2026-06-17 14:01:08 +02:00
Ilia Denisov aa765a0c06 feat: honest AI opponent in quick game
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New Game's quick game gains an explicit opponent selector — 🤖 AI (default)
or 👤 Random player. AI starts a game seated with a pooled robot that joins
and moves at once: no per-move timeout (a 7-day inactivity loss reusing the
turn-timeout sweeper), chat/nudge disabled, no statistics, the opponent shown
as 🤖 everywhere. The random path (disguised robot) is unchanged.

Driven by one game flag (games.vs_ai), set only on AI-started games so the
disguised path is never revealed; Matchmaker.StartVsAI seats the robot
directly (no open pool); the robot replies event-driven via the game service's
after-commit/after-create hook. Wire: vs_ai on EnqueueRequest + GameView.
2026-06-15 20:14:24 +02:00
Ilia Denisov 1cc6c0d56e fix(ui): stop the game-screen freeze when an opponent joins (reactive self-loop)
The in-game live-event $effect read `view`/`moves`/`placement` (via cacheSnapshot
and direct reads) AND wrote `view` in its branches, so those reads became the
effect's own dependencies: writing `view = …` re-ran the effect, and with
app.lastEvent unchanged it re-entered the same branch and wrote `view` again — a
tight self-invalidating loop that pinned the main thread, freezing the board and
rack. opponent_moved escaped it only because applyMoveDelta is idempotent on the
move count (no cache → no write on the second pass); opponent_joined and game_over
have no such guard, so an opponent joining hung the whole screen. Tracking
`placement` similarly re-fired the handler on every tile the player placed after
an opponent's move (a spurious reload).

Fix: the effect must depend only on app.lastEvent and process each event once.
Wrap the branch body in `untrack`, scoping its view/moves/placement reads out of
the effect's dependency set; the writes inside no longer re-trigger it.

e2e: after the opponent joins, placing a rack tile must render a pending tile —
verified RED (frozen, 0 pending tiles, both engines) before the fix, GREEN after.
2026-06-14 12:39:57 +02:00
Ilia Denisov 4409253dce fix(ui): also resync an open game on a foreground regain without a stream drop
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Closes the residual tail of the previous commit: when the live stream stays
alive across a brief suspend (Telegram/iOS can pause the socket without tearing
it down), an in-game event shed from a full hub buffer is never recovered by
the reconnect refetch (no reconnect) or the open-game poll (it only runs while
the stream is down). Mirror the lobby's focus re-poll: bump app.resync on a
foreground regain that did not drop the stream, and have Game.svelte refetch
the open game once per resync. Also rescues a missed move/game_over after a
suspend. Add a silent-join mock seam + an e2e isolating this path; extend the
ARCHITECTURE §10 fallback note.
2026-06-14 00:14:49 +02:00
Ilia Denisov 16402e64c0 fix(ui): poll/refetch fallback for a missed opponent_joined in the open-game wait
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PR #51 moved the auto-match "wait for an opponent" from the lobby matchmaking
screen into the open game but did not carry over that screen's poll fallback.
The notify hub is best-effort and never replays, the live-stream resubscribe
sends no cursor, and the game screen refreshed only from push events — so an
opponent_joined dropped while the stream was down (e.g. a mobile suspend) left
the starter stuck on "searching for opponent" until they re-entered the game.
Unlike opponent_moved/game_over, opponent_joined has no follow-up event to
trigger the existing move-count gap refetch.

Recover it in Game.svelte: (A) refetch once on stream reconnect (covers the
common suspend/resume case and rescues a missed move/game_over too), and
(B) poll game.state every 2.5s while still waiting with the stream down
(mirrors the old matchmaking startPoll). Add a mock-mode __stream e2e seam and
two specs isolating each path, fix the now-stale streamAlive comment, and
document the fallback in ARCHITECTURE §10.
2026-06-14 00:02:57 +02:00
Ilia Denisov c305363ccd feat(lobby): enter the game immediately and wait for the opponent inside it
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Quick auto-match no longer waits on a separate screen: Enqueue opens a real game seating the caller with an empty opponent seat (new game status 'open') and the player enters it at once. A second human searching the same variant+rule joins that open game; otherwise a background reaper seats a robot after a 90s + random 0-90s wait, pushing a new in-app opponent_joined event that fills the opponent card and re-enables resign and chat in place.

Matchmaking state is now the open games in the database (the in-memory pool, lobby.poll and lobby.cancel are gone), serialised by a per-bucket advisory lock. While a game is open the starter may move on their turn, but resign, chat and nudge are refused; the lobby and opponent card show "searching for opponent".

Schema edited in the baseline (no prod data): 'open' status, nullable game_players.account_id for the empty seat, and a games.open_deadline_at stamp; jet code regenerated.
2026-06-12 16:00:22 +02:00