8c67d679d93111a3754b8efcc87738ddc4e47325
11 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
8c67d679d9 |
feat(offline): hotseat record schema + source (locks, host actions)
Extend the local game to offline pass-and-play (hotseat): - serialize.ts: Seat.pin, record hotseat + hostPin (all optional; old vs_ai records read hotseat as false). - source.ts: create() takes hotseat/hostPin + per-seat pins; stateView reveals the seat-to-move's rack and withholds it (locked) when that seat is PIN-locked, until unlockSeat; ephemeral per-turn unlock re-locks on advance; new unlockSeat / verifyHostPin / hostAction (skip/resign/terminate); gameView sets vsAi=!hotseat + the hotseat flag. - model.ts: GameView.hotseat, StateView.locked (offline-only, optional). Tests: source.hotseat (lock/unlock/re-lock, host skip/resign/terminate, master-PIN gate, natural-end persistence) + serialize hotseat shape. |
||
|
|
7fc1301b31 |
feat(hint): unify the vs_ai idle hint online + offline (server-enforced, monotonic)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 1m28s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m43s
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. |
||
|
|
537a265409 |
Merge branch 'development' into feature/offline-hint-gate
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m28s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m42s
# Conflicts: # ui/src/lib/localgame/source.ts |
||
|
|
359af83c34 |
fix(offline): zero tile weights on cold boot + wrong-mode game in the lobby
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m29s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m43s
Two pre-existing offline bugs, both exposed once offline mode became usable (cold boot + toggling), owner-reported on the contour. Bug 1 -- offline tiles render weight 0. The rack/board read tile values from the lib/alphabet cache, populated only by the online wire codec (server-sent alphabet) or the mock (so the e2e masked it). A local game never goes through the codec, so on a cold offline boot with no prior online session the cache was empty and every value read 0 (scores stayed correct -- they come from the offline ruleset). Fix: the local source seeds lib/alphabet from the static offline ruleset (letters + values) when it builds a game view. Bug 2 -- the lobby showed (and could open) the other mode's game after a toggle. Two causes: (a) the lobby cache was not mode-tagged, so getLobby() instant-rendered the last snapshot regardless of mode; (b) load() wrote the module list after an await with no generation guard, so a slow online gamesList() finishing after a fast offline list() (or vice versa) left the wrong mode's games on screen. Fix: tag the snapshot with offline and gate getLobby() on it; add a load-sequence guard so only the latest load() writes. - localgame/source.ts: ensureAlphabet from the ruleset in gameView (+ unit test). - lobbycache.ts: LobbySnapshot.offline + getLobby(offline) mode check (+ tests). - Lobby.svelte: setLobby tags the mode; load() carries a generation guard. check 0 / unit 485 / e2e 198 / app entry 113.8/114. |
||
|
|
ff486c80f8 |
feat(hint): persist the vs_ai idle-hint wait (wall-clock + read sanitiser)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m28s
CI / conformance (pull_request) Successful in 11s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m44s
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). |
||
|
|
42a6308261 |
feat(hint): idle-gated wallet-free vs_ai hint on a monotonic clock (B4)
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m11s
CI / conformance (pull_request) Successful in 11s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m42s
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).
|
||
|
|
3a72bc29ba |
fix(offline): delete a finished local game from the device, not the network
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m10s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m41s
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. |
||
|
|
2a045a5b37 |
fix(offline): give the local human seat the real account id
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m10s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m41s
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).
|
||
|
|
ef832b823d |
feat(offline): offline lobby lists + creates local vs_ai games
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m10s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m39s
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). |
||
|
|
1654131904 |
feat(offline): wire the local game source into the game screen (Phase B3.2)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m9s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m40s
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). |
||
|
|
32298595f2 |
feat(offline): local game source (Phase B3.1)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 17s
CI / ui (pull_request) Successful in 1m9s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m39s
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). |