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5 Commits

Author SHA1 Message Date
Ilia Denisov a8f78c7880 feat(offline): implicit net-state model, two-tier version gate, unified lobby
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Land the offline-model redesign (ANDROID_PLAN.md O1-O7): replace the explicit offline toggle with a single detected net-state machine, unify the lobby, and add a two-tier client-version gate. Contour-safe: both version vars empty => dormant, and the wire change is additive, so web/pwa/vk/tg behaviour is unchanged unless the gate is deliberately configured.

O1 pure net-state reducer (test-first). O2 reactive store + event wiring (connection/offline become thin shims; +@capacitor/network). O3 remove the offline toggle + migrate the pref. O4 two-tier gate: hard update_required degrades to an offline Update/Play-offline notice (not terminal); soft GATEWAY_RECOMMENDED_CLIENT_VERSION -> X-Update-Recommended nudge. O5 unified lobby (device-local + greyed-from-cache server games; self-set identity; closes G-step-0). O6 create flows (with-friends online/offline segment + offline dict guard). O7 docs (ARCHITECTURE, FUNCTIONAL +_ru, TESTING, deploy/README).

Also disable the manual android-build CI workflow for now (rename to .disabled); the Android APK release comes later.

Tests: gateway go green, svelte-check 0/0, vitest 617, e2e 122/122 (chromium + webkit).
2026-07-13 01:51:32 +02:00
Ilia Denisov 16cd3d0411 fix(router): update route rune synchronously in navigate()
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navigate() wrote location.hash and left router.route to the asynchronous
hashchange event. bootstrap flips app.ready in the same tick right after
navigate('/login') on an unauthenticated cold start, so for one frame the app
rendered with app.ready=true and the stale route ('lobby', from the empty hash)
— briefly mounting the lobby shell (tab bar + a doomed games.list) under the new
login screen before hashchange settled it.

Update router.route synchronously inside navigate(); the later hashchange
re-parses to the same value. This removes the boot lobby-flash (and its spurious
games.list 401) and, as the root cause, the offline e2e flake: enterLobby could
latch that transient lobby tab-bar instead of clicking through login, then the
Settings-tab click at line 44 fought the tab detaching into the login slide
(~7% of runs, both engines).

Also:
- offline.spec enterLobby: wait for the guest button and click it, instead of a
  point-in-time count() that a pre-login splash frame sampled as 0 (skipping the
  click and hanging / latching the transient).
- New e2e router.spec pins the synchronous-route property (RED on the old code,
  which returned the previous route; GREEN now) via a mock-only __router seam.

Verify: check 0 / unit 490 / build / bundle 114.3/115 / full e2e 200 / the
offline+router stress at 40x on both engines 160/160 (was 6/80 failing).
2026-07-07 01:44:16 +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
Ilia Denisov 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.
2026-07-06 20:54:03 +02:00