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5 Commits

Author SHA1 Message Date
Ilia Denisov 82648a4398 fix(game): show granted/bought hints in-game — finish the D31 wire removal
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The in-game hint badge ignored the payments hint wallet: loading a game clobbered
app.profile.hintBalance with the deprecated StateView.wallet_balance (zeroed in the
D31 domain removal but left in the protocol as a dead 0, then synced over the real
balance at game load).

Finish the removal honestly. StateView carries the per-game allowance alone
(hints_remaining); the purchasable wallet lives solely on the profile and the client
adds it (lib/hints). Removed StateView.wallet_balance across every layer — backend
StateView/DTO, notify.PlayerState (live events), gateway StateResp + wire.StateView,
the client model/codec/mock/localgame — and dropped the now-unused wallet arg from
hintsRemaining. The FBS field is tombstoned `(deprecated)` (not deleted) so the vtable
slots after it stay stable across a rolling deploy; no accessor is generated. HintResult
keeps wallet_balance (the real post-spend payments balance the client adopts into the
profile). The StateView type no longer has walletBalance, so the clobber cannot return
without a compile error.

Tests: hintsRemaining (2-arg); hints.hintsLeft (allowance + live wallet, no strip); the
game state/hint integration (allowance-only HintsRemaining); gateway transcode; FBS regen.
2026-07-10 06:26:49 +02:00
Ilia Denisov 7fc1301b31 feat(hint): unify the vs_ai idle hint online + offline (server-enforced, monotonic)
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Online vs_ai hints were broken: #207 made the vs_ai hint button always-enabled and
wallet-free (assuming all vs_ai = the offline idle-gate), but the backend still served
online vs_ai from the allowance/wallet, so over-clicking hit ErrNoHintsLeft -> a generic
error toast. Now online vs_ai uses the SAME idle-gate model as offline.

Backend: Hint() for a vs_ai game skips the allowance/wallet and increments no hints_used
(owner: vs_ai counts toward no hint statistic), and is idle-gated from the SERVER clock --
it returns ErrHintLocked (code hint_locked) until the robot's last move + 30 min, else
serves the top move. GameState/StateView expose hint_unlock_left_seconds (server-computed
seconds remaining; 0 for a human game / first move / not-your-turn). Pure helper
hintUnlockLeftSeconds unit-tested.

Wire: StateView gains hint_unlock_left_seconds (FlatBuffers, additive); pkg/wire + gateway
transcode carry it (round-trip test).

Client: the gate counts down from a MONOTONIC clock (performance.now()) anchored to the
source's seconds-left when it lands (on load from the view; to the full window when the
robot moves), so a client clock change cannot skew it and a relaunch re-reads a fresh
value. The vs_ai hint button (online + offline) shows the lock + toast; doHint handles the
hint_locked backstop by re-syncing. Replaces #207's absolute hintUnlockAtMs on the
wire/model/delta (the offline record keeps the absolute for persistence; the view exposes
seconds-left).

Docs FUNCTIONAL(+_ru)/ARCHITECTURE updated. Verified: go build/vet + game/server/transcode
tests (+ new hintUnlockLeftSeconds); ui check 0 / unit 490 / e2e 198 (one pre-existing
webkit offline flake) / app entry 114.2/115.
2026-07-07 00:42:43 +02:00
Ilia Denisov ff486c80f8 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).
2026-07-06 22:34:50 +02:00
Ilia Denisov 42a6308261 feat(hint): idle-gated wallet-free vs_ai hint on a monotonic clock (B4)
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A vs_ai hint is now unlimited and wallet-free, but idle-gated as an anti-frustration
aid: it unlocks only after the player has been stuck ~30 min on a turn (timed from the
robot's last move; the human's first move, before the robot has played, is exempt).
While gated the hint button carries a small lock badge and a tap shows the remaining
minutes ('Available in N min.'); the lock lifts live at the mark.

The gate is enforced CLIENT-SIDE against a MONOTONIC clock (performance.now()), never a
wall-clock timestamp: a device clock the player controls (or an auto-sync) must not be
able to open or freeze it. The wait is therefore session-scoped -- a reload restarts it
(there is no tamper-proof way to carry idle time across a relaunch without a wall clock).
An online vs_ai game will gate the same way but from the server's clock (a follow-up).

- lib/hints.ts: HINT_GATE_MS + pure hintGateRemainingMs (monotonic) + hintLockMinutes;
  removed the wall-clock hintRemainingMs. Unit-tested red->green.
- Game.svelte: the monotonic gate (hintGateStart/monoNow, armed on the turn change), a
  vs_ai hint button (plain: no confirm, no count; lock badge + gated tap -> toast), a
  live 10s tick.
- localgame: removed the wall-clock hint gate and the now-dead robotLastMoveAtUnix field
  from source.ts/serialize.ts (the client is authoritative); hint() just serves the top
  move.
- i18n game.hintLockedIn.
- offline.spec.ts: assert the first move is un-gated and the lock arms after the robot moves.
- Docs FUNCTIONAL(+_ru) + ARCHITECTURE; bundle budget 114->115 (game-screen feature).
2026-07-06 22:03:27 +02:00
developer 8793bd34f2 feat(stats): best-move word, moves & hint-share, and a hint-count fix (#81)
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The statistics screen gains real depth, plus a hint-count bug fix found along the way.

- Best move per variant: the screen shows the actual best-move word (drawn as game
  tiles; a wildcard shows its letter but no value), broken down by game variant, empty
  variants omitted. New account_best_move table, written at game finish.
- Moves & hint share: two new lifetime tiles — the player's play count and the share of
  plays that used a hint — from summed account_stats counters (moves, hints_used).
  Honest-AI games are excluded, like the rest of the stats.
- Hint-count fix: the in-game hint badge no longer goes stale across games. The global
  wallet now rides the wire apart from the per-game allowance (wallet_balance on
  StateView/HintResult/StatsView), so the client reads the live wallet rather than a
  per-game snapshot; game_players.hints_used now counts every hint (allowance + wallet),
  its true per-game total.
- Account merge: sums the new moves/hints_used counters and merges the per-variant best
  moves (higher score kept), which it previously dropped.
- Admin: the user card shows Moves and Hints used.
- UI polish: tab/label wording, game-over text, and e2e selectors hardened against label
  changes.

All wire additions are trailing (backward-compatible). Docs (ARCHITECTURE, FUNCTIONAL +ru,
UISN_DESIGN) updated in step.
2026-06-17 22:17:27 +00:00