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ef8a32bb82 |
Merge pull request 'feat(hint): unify the vs_ai idle hint online + offline (server-enforced, monotonic)' (#209) from feature/online-vsai-hint into development
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53311cbc95 |
fix(hint): arm the vs_ai idle-gate from the warm cache so the lock shows without a delay
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Entering a vs_ai game from the lobby armed the idle-hint countdown only in load() (after the gameState round-trip), so the lock popped in after a visible delay. Arm it on the instant warm-cache render in onMount too — the preloadGames-warmed StateView carries hint_unlock_left_seconds; load() then refreshes the snapshot. A first move (0 seconds left) stays open. |
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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. |
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ee7ff06403 |
Merge pull request 'feat(hint): idle-gated wallet-free vs_ai hint on a monotonic clock (B4)' (#207) from feature/offline-hint-gate into development
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537a265409 |
Merge branch 'development' into feature/offline-hint-gate
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# Conflicts: # ui/src/lib/localgame/source.ts |
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8c991429c6 |
Merge pull request 'fix(offline): zero tile weights on cold boot + wrong-mode game in the lobby' (#208) from fix/offline-alphabet-and-lobby into development
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359af83c34 |
fix(offline): zero tile weights on cold boot + wrong-mode game in the lobby
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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. |
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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). |
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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).
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08792dad3d |
Merge pull request 'test(offline): mock e2e for a device-local vs_ai game (C8)' (#206) from feature/offline-mock-e2e into development
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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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8fbbb3c5ef |
Merge pull request 'feat(offline): gate the offline toggle on dictionary readiness' (#205) from feature/offline-toggle-readiness into development
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30770a759b |
feat(offline): gate the offline toggle on dictionary readiness
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Flipping the Settings toggle to offline now checks that every enabled variant's dictionary is on the device before entering offline mode: it fetches missing ones cache-first and waits up to ~5 s (raceOfflineReady + the lazy dict/offlineready), greying the toggle meanwhile. If they cannot be readied in time it stays online and shows a 'needs internet' note, while the fetch keeps warming the cache in the background so a later flip is instant. Leaving offline is never gated. Prevents entering a half-baked offline mode (no dawg -> cannot create/play a local game) when the background preload has not finished (poor connection, or an immediate flip right after install). - offline.ts: raceOfflineReady (pure, injected sleep; unit-tested red->green) - dict/offlineready.ts: ensureOfflineDicts (cache-first preloadDicts, lazy chunk) - offline.svelte.ts: requestOffline + TOGGLE_READY_BUDGET_MS - Settings.svelte: checking/needsData state, disabled toggle, inline note - i18n: settings.offlineChecking / settings.offlineNeedsData (en+ru) - docs: FUNCTIONAL(+_ru) offline story + ARCHITECTURE offline paragraph |
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05c445e4da |
Merge pull request 'docs(offline): connectivity auto-detect + kill switch user story' (#204) from feature/offline-autodetect-docs into development
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d43a740eb6 |
docs(offline): document connectivity auto-detect + transport kill switch
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The offline auto-detect shipped in #202 (cold-start no-connection dialog / auto offline) and #203 (mid-session flight-mode reactivity) but neither PR baked the docs. Add the user story to FUNCTIONAL.md (+ _ru mirror) and the mechanism to the ARCHITECTURE offline section: the auto vs deliberate distinction, the cold-start navigator.onLine / bounded reachability-probe decision, the mid-session window online/offline events backed by a navigator.onLine poll (the events are unreliable on some platforms, notably iOS PWAs), and the reachability probe being the one call exempt from the offline kill switch. |
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350013acd9 |
Merge pull request 'feat(offline): mid-session flight-mode reactivity [PR2]' (#203) from feature/offline-flightmode into development
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3ad66f49c7 |
fix(offline): set the auto flag in setOfflineMode; remove temp diagnostic
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The auto-offline -> online return was dead because setOfflineMode never set the 'auto' flag: I added the state + getter but forgot the assignment, so it stayed false. So scheduleRecovery bailed immediately (no poll ran) and the online event's 'if (active && auto)' was false. The contour diagnostic confirmed offline.auto stayed false after an auto-offline. Add 'auto = on && !persist'. Also remove the temporary network diagnostic panel (netdiag + the lobby strip) -- it did its job of pinpointing this. |
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09c5a5e72e |
chore(offline): TEMPORARY network diagnostic panel (remove before release)
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A fixed strip in the lobby showing live navigator.onLine / offline.active / offline.auto / connection.online plus a timestamped event log (offline/online events, poll ticks, checkReachable results, mode changes) - to pinpoint where the auto-offline -> online transition breaks on the contour. A 1s heartbeat logs navigator.onLine flips even if the events never fire. Skipped in the mock; to be reverted with the fix. |
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fffc6030ce |
fix(offline): poll navigator.onLine to return online (the online event is unreliable)
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The auto-offline -> online return still did not fire: the retry hung on the 'online' event, which an installed PWA often does not deliver. Replace it with a lightweight poll while in auto-offline that reads navigator.onLine (a reliable live flag, unlike the event) and only hits the network for a reachability check when the interface is actually up - so flight mode ON costs no radio, and flight mode OFF is detected within ~4s and returns online. The 'online' event, when it does fire, just kicks an immediate check. Runs only in auto-offline (deliberate offline is the player's choice); wired for both the mid-session and cold-start auto-offline paths. |
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fc8143758a |
fix(offline): return online after flight-mode off; gate online-game actions offline
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Two mid-session issues found on the contour: - Auto-offline did not return to online after the network came back: a single reachability check right after the 'online' event failed (the interface is up before the gateway is actually reachable again). Retry a few times with backoff (tryReturnOnline) — that is what actually gets the app back online. - An online game viewed while offline (flight mode on) still enabled its network actions, so they hit the kill switch and raised 'something went wrong' toasts. Gate them: netReady = isLocalGame || (connection.online && !offlineMode.active) — a local game stays fully usable; an online game's make/exchange/hint/resign disable while offline and re-enable when back. Also suppress the 'offline' code in handleError (a blocked call in offline mode is expected, not a toast). |
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e0d28733ff |
feat(offline): mid-session flight-mode reactivity (auto-offline self-heals)
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React to the network changing while the app is open (e.g. the player toggling flight mode), via passive online/offline events - no polling, no battery cost: - interface lost -> enter offline mode for the session (auto); - interface back -> if the offline was auto, verify the gateway is really reachable (an interface being up does not guarantee it) and return online; a deliberate offline (the toggle or the cold-start dialog) is left as-is. - offline.svelte: track `auto` (auto-detected vs the player's deliberate choice). - connection.svelte: checkReachable is now a pure one-shot (the caller decides); the reachability watcher never probes in offline mode (events drive recovery). - transport.ts: the reachability probe is exempt from the kill switch - it IS the mechanism that decides whether to return online, fired only deliberately. - app.svelte.ts: initNetworkReactivity wires the events (web-only, skipped in the mock); called from bootstrap. Online unaffected (skipped in the mock e2e): e2e 196. Mid-session reactivity is contour-verified. |
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ccd65f61b8 |
Merge pull request 'feat(offline): auto-detect no network at cold start + go-offline dialog [PR1]' (#202) from feature/offline-autodetect into development
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5bc2ad3b6d |
feat(offline): auto-detect no network at cold start + 'go offline?' dialog
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A sticky-online cold start with no network hung the splash on adoptSession's retrying profile fetch. Now, for an offline-capable web install with a cached profile: - No network interface (navigator.onLine === false) -> enter offline mode for the session (no dialog; the next launch re-evaluates). - Interface up but the gateway is unreachable within 3s (a single-attempt reachability probe, not the 6-retry loop) -> a 'No connection. Enable offline mode?' dialog: Enable -> sticky offline; Keep trying -> the normal online adopt (retries, 'Connecting...'). - connection.svelte: checkReachable(timeout) - a bounded single probe. - offline.svelte: setOfflineMode(on, persist) - auto-offline is session-only, a deliberate choice (dialog/toggle) is sticky. - app.svelte.ts: the cold-start auto-detect in bootstrap + the dialog resolver; App.svelte renders the boot dialog. i18n en/ru. - App-entry bundle budget 113->114 (the boot path cannot be lazy-loaded). Online cold-start unaffected (auto-detect gated to isStandalone, off in the mock e2e): e2e 196. The offline paths are contour-verified. Next: PR2 - mid-session flight-mode reactivity (online/offline events). |
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2a4b0fb25e |
Merge pull request 'fix(offline): delete a finished local game from the device, not the network' (#201) from feature/offline-delete-game into development
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2a7c632840 |
Merge pull request 'fix(pwa): network-first navigation so a new deploy loads online immediately' (#200) from feature/sw-fresh-online into development
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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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020742fad3 |
fix(pwa): network-first navigation so a new deploy loads online immediately
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The C1 service worker served the precached shell for every navigation, even online, so a new deploy only reached a client after the worker updated its precache in the background (a one-launch lag): a cold online start showed the old version until then, and only a reinstall forced it fresh. - sw.ts: navigations are now network-first — fetch the fresh (no-cache) shell from the server on each online launch (it references the new hashed assets, fetched fresh), with a 3s timeout falling back to the precached shell when the network is unreachable or too slow. Only the tiny HTML is re-fetched; the immutable hashed assets stay cache-first and re-download only when their hash (the version) changes. Offline cold-launch still works via the fallback. - webui.go: serve sw.js with Cache-Control: no-cache so the browser reliably detects a new deploy's worker (regression-tested). Online launch is contour-verified (the mock e2e disables the SW); e2e 196. No new deps — the network-first handler is hand-written (~12 lines). |
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fd225564a3 |
Merge pull request 'fix(offline): cold-boot offline from the persisted session + profile' (#199) from feature/offline-boot into development
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fdf14d5897 |
fix(offline): skip the NewGame friend fetch offline
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NewGame's onMount fetched the friend list (gateway.friendsList) for a non-guest; offline the transport kill switch refuses it, so it toasted on entering the New Game screen (the local game still created fine). The friends section is hidden offline anyway — skip the fetch when offline. |
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1a456c4847 |
feat(offline): transport kill switch + gate the network-requiring UI
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Offline mode was 'fiction': the UI only disabled the Stats tab, but Profile was reachable and a profile save actually hit the server and reported 'saved'. Two layers now: - Transport kill switch (transport.ts): in offline mode every network op — each unary RPC (exec), the live stream (subscribe), the dict/metrics fetches and the reachability probe — is refused before it leaves the device. Offline truly means offline regardless of any UI that slips through. The local (device-only) game path never uses this transport, so it is unaffected. - UI gating: the Profile and Friends tabs (SettingsHub) and the Feedback entry (About) are disabled offline, and the hub falls back to Settings (which holds the online/offline toggle); the lobby Stats tab was already disabled. In-game social/export are already hidden for a vs_ai game. Online unaffected (offlineMode is off): e2e 196. Offline gating is contour-verified (the mock e2e cannot enter offline). |
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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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19e7ea5da0 |
fix(offline): persist a plain profile snapshot; keep the sticky offline flag
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The offline cold-boot never engaged: it persisted app.profile — a Svelte $state proxy — which is not structured-cloneable, so the IndexedDB write threw and fell back to a localStorage entry that loadProfile (IDB-only on a successful-empty read) never reads. loadProfile returned null, the boot short-circuit missed, and it even cleared the sticky offline flag — so offline mode stopped persisting across relaunches (owner-observed on the contour). - Persist $state.snapshot(app.profile) (a plain object) at both persist sites, so the IndexedDB write succeeds and loadProfile round-trips. - Drop the setOfflineMode(false) fallback: keep the deliberate offline flag on a cache miss (the mode is the player's choice; an online boot re-persists the profile so the next launch goes offline). A truly offline launch with no cached profile is unreachable (enabling offline needs a prior online session). |
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54d701fd8a |
fix(offline): cold-boot offline from the persisted session + profile
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An installed PWA relaunched with the network off hung on the splash: C1's precache served the shell, but bootstrap() adopted the session and fetched the profile over the network, which hung. Persist the profile (on every online adopt + refresh, cleared on logout) and short-circuit bootstrap when the deliberate offline flag is sticky-on: with a cached session + profile, skip the network and land straight in the offline lobby. Without a cached profile (never online), drop the sticky flag and boot online — the first launch must be online. - session.ts: saveProfile/loadProfile/clearProfile (mirror saveSession). - offline.ts: shouldBootOffline decision (unit-tested). - app.svelte.ts: persist in adoptSession + refreshProfile, clear on logout, the offline boot short-circuit in bootstrap. Docs: ARCHITECTURE. Online cold-start unaffected (e2e 196); the offline boot is contour-verified (the mock e2e cannot enter sticky-offline). |
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ec0c13bebc |
Merge pull request 'feat(offline): offline lobby — list + create + play local vs_ai games [C6]' (#198) from feature/offline-lobby into development
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5643c8be10 |
fix(offline): AI comms hub opens straight to the Dictionary, not via Chat
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For an honest-AI (vs_ai) game the comms hub relied on a post-mount $effect to switch from the Chat tab to the Dictionary, so ChatScreen mounted for a beat and fired its chat/state fetch over the network. Online that was a wasted call; offline it threw and raised a 'something went wrong' toast on entering the word-check form (the check itself already worked). Start the comms hub on the Dictionary tab immediately for a vs_ai game, so ChatScreen never mounts. |
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2f70ef1b85 |
fix(offline): route word-check through the game source; reload lobby on offline flip
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Two offline bugs found on the contour:
- The word-check screen (CheckScreen) called gateway.gameState/checkWord
directly, so in an offline (local) game it hit the network and errored
("something went wrong"). Route both through gameSource(id) — the local
source answers from the device dawg. The complaint control (online-only,
no offline backend) is hidden for a local game.
- The lobby did not react to the offline-mode toggle (which lives in Settings,
so the lobby can stay mounted): an online game lingered until the next
reload. Reload on an offlineMode flip so entering offline immediately shows
only device-local games.
Cold offline launch hanging on the splash (boot still fetches the profile over
the network) is the separate C2 offline-boot follow-up (needs a persisted
profile + a boot short-circuit).
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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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99f0a545be |
Merge pull request 'feat(offline): app-shell precache service worker (vite-plugin-pwa) [C1]' (#197) from feature/offline-pwa-precache into development
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1a95a5f2cb |
feat(offline): app-shell precache service worker (vite-plugin-pwa)
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Migrate the former install-only public/sw.js to a custom (injectManifest)
service worker built from ui/src/sw.ts by vite-plugin-pwa. It precaches the
app shell + hashed assets (Workbox) so an installed web PWA cold-launches with
no network, and falls in-scope navigations back to the precached shell (the
hash router resolves the route client-side). This is the C1 prerequisite for a
usable offline mode: without it a cold offline launch cannot load the bundle.
- ui/src/sw.ts: skipWaiting + clientsClaim + cleanupOutdatedCaches +
precacheAndRoute(__WB_MANIFEST) + a NavigationRoute fallback to index.html,
deny-listing the RPC path and /_gm. The Connect stream and API POSTs are
never precached nor intercepted.
- vite.config.ts: VitePWA(injectManifest); manifest:false (we ship our own),
injectRegister:false (registration stays manual + web-only in pwa.svelte.ts),
disabled in the mock build (Playwright unperturbed); landing + polyfills
excluded from the precache.
- Removed public/sw.js; the registration path (dist/sw.js at /app/) is unchanged.
- New dev deps: vite-plugin-pwa + workbox-{core,precaching,routing}.
Docs: ARCHITECTURE + gateway/README. Offline cold-launch is contour-verified
(the mock e2e harness disables the SW).
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8abd8b2ae6 |
Merge pull request 'feat(offline): advertise dict versions + background dictionary preload' (#196) from feature/offline-dict-preload into development
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2f867b8e6c |
feat(offline): background-preload dictionaries for offline readiness
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An installed PWA (standalone web + confirmed email) warms the dictionaries for the player's enabled variants while online — on lobby entry and on a variant-preference change — using the per-variant version the profile now advertises, so a later switch to offline mode already has the data. - dict/preload.ts: pure preloadDicts (retry + linear backoff, honours the session dictionary miss-breaker); node-tested. - dict/preloadrun.ts: lazy browser orchestration (real getDawg), imported dynamically so the loader and move generator stay out of the main bundle. - offline.svelte.ts: kickDictPreload, gated by the pure, tested offlinePreloadEligible, plus the reactive first-lobby preload warning. - Header shows a poor-connection notice in the ad-banner slot on a first-lobby preload failure (offline.preloadWarning, en/ru). - App-entry bundle budget 112->113 for the irreducible main-side wiring (documented in bundle-size.mjs); the heavy parts remain lazy chunks. Docs: ARCHITECTURE offline-mode + dict-preload mechanism. |
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a692024b4e |
feat(profile): advertise per-variant dictionary versions for offline preload
The Profile now carries dict_versions (game variant -> current dictionary version), populated from the dictionary registry at the profileResponse choke point, so an installed PWA can preload the matching dawg per enabled variant off the existing cold-start profile request instead of adding a round-trip for a rare feature. Wire path: FBS DictVersion table + Profile.dict_versions (additive, backward-compatible trailing field) -> backend dto/registry -> gateway ProfileResp + FBS encoder -> client codec decode into a per-variant map on model.Profile. Empty in a degenerate no-dictionary deployment; the mock serves v1.3.0 for all three variants. Codec decode covered by a bite-tested round-trip unit test. |
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8349e222fc |
Merge pull request 'feat(offline): offline-mode state, Settings toggle + blue chrome (Phase C)' (#195) from feature/offline-mode-state into development
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68ecd881d9 |
feat(offline): offline-mode state, Settings toggle + blue chrome (Phase C)
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The deliberate offline mode is now visible: an installed web-PWA user with a confirmed email can switch to offline in Settings, and the header turns blue with an "Offline" chip. (Network gating, the dict preload, the offline lobby + local-game creation, and the service-worker precache follow in later Phase C steps.) - offline.ts / offline.svelte.ts: a sticky, device-scoped reactive offline flag (offlineMode), distinct from connection.svelte's transient reachability signal, with the pure persistence + readiness helpers (offlineReady / missingDicts) unit-tested. - Settings.svelte: an Online / Offline toggle, shown only for an installed web PWA with a confirmed email (the SW-launch + durable-account preconditions). - Header.svelte: a blue-tinted nav (color-mix from the accent, so it tracks light/dark and a Telegram theme override) + an "Offline" chip while offline; the deliberate mode suppresses the transient "Connecting…" indicator. Behaviour-preserving online (the toggle is hidden and offlineMode is false there; e2e 196 green). App entry stays within its size budget (111.6 / 112 KB gzip). |
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d80d28a402 |
Merge pull request 'feat(offline): wire the local game source into the game screen (Phase B3.2)' (#194) from feature/offline-game-seam-wire into development
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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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9ecbe480db |
Merge pull request 'feat(offline): local game source (Phase B3.1)' (#193) from feature/offline-game-seam into development
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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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2847412b5b |
Merge pull request 'feat(offline): local game persistence + replay (Phase B2)' (#192) from feature/offline-localgame-store into development
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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). |