Commit Graph

675 Commits

Author SHA1 Message Date
Ilia Denisov 53311cbc95 fix(hint): arm the vs_ai idle-gate from the warm cache so the lock shows without a delay
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 1m11s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m41s
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.
2026-07-07 00:59:06 +02:00
Ilia Denisov 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.
2026-07-07 00:42:43 +02:00
developer 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
CI / changes (push) Successful in 2s
CI / unit (push) Has been skipped
CI / integration (push) Has been skipped
CI / ui (push) Successful in 1m11s
CI / conformance (push) Successful in 9s
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m39s
2026-07-06 21:46:18 +00:00
Ilia Denisov 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
2026-07-06 23:23:12 +02:00
developer 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
CI / changes (push) Successful in 2s
CI / unit (push) Has been skipped
CI / integration (push) Has been skipped
CI / ui (push) Successful in 1m12s
CI / conformance (push) Successful in 10s
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m48s
2026-07-06 21:21:19 +00:00
Ilia Denisov 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.
2026-07-06 23:11:17 +02:00
Ilia Denisov 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).
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)
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).
2026-07-06 22:03:27 +02:00
developer 08792dad3d Merge pull request 'test(offline): mock e2e for a device-local vs_ai game (C8)' (#206) from feature/offline-mock-e2e into development
CI / changes (push) Successful in 2s
CI / unit (push) Successful in 11s
CI / integration (push) Successful in 16s
CI / ui (push) Successful in 1m28s
CI / conformance (push) Successful in 9s
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m42s
2026-07-06 19:07:40 +00:00
Ilia Denisov e9f4cb0178 test(offline): mock e2e for a device-local vs_ai game (C8)
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 15s
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 1m43s
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
developer 8fbbb3c5ef Merge pull request 'feat(offline): gate the offline toggle on dictionary readiness' (#205) from feature/offline-toggle-readiness into development
CI / changes (push) Successful in 2s
CI / unit (push) Has been skipped
CI / integration (push) Has been skipped
CI / ui (push) Successful in 1m10s
CI / conformance (push) Successful in 10s
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m41s
2026-07-06 18:12:01 +00:00
Ilia Denisov 30770a759b feat(offline): gate the offline toggle on dictionary readiness
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 9s
CI / gate (pull_request) Successful in 1s
CI / deploy (pull_request) Successful in 1m44s
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
2026-07-06 20:03:12 +02:00
developer 05c445e4da Merge pull request 'docs(offline): connectivity auto-detect + kill switch user story' (#204) from feature/offline-autodetect-docs into development
CI / changes (push) Successful in 2s
CI / unit (push) Has been skipped
CI / integration (push) Has been skipped
CI / ui (push) Has been skipped
CI / conformance (push) Has been skipped
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m44s
2026-07-06 17:47:55 +00:00
Ilia Denisov d43a740eb6 docs(offline): document connectivity auto-detect + transport kill switch
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Has been skipped
CI / conformance (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m43s
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.
2026-07-06 19:41:09 +02:00
developer 350013acd9 Merge pull request 'feat(offline): mid-session flight-mode reactivity [PR2]' (#203) from feature/offline-flightmode into development
CI / changes (push) Successful in 2s
CI / unit (push) Has been skipped
CI / integration (push) Has been skipped
CI / ui (push) Successful in 1m10s
CI / conformance (push) Successful in 9s
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m52s
2026-07-06 17:31:17 +00:00
Ilia Denisov 3ad66f49c7 fix(offline): set the auto flag in setOfflineMode; remove temp diagnostic
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 1m51s
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.
2026-07-06 19:20:59 +02:00
Ilia Denisov 09c5a5e72e chore(offline): TEMPORARY network diagnostic panel (remove before release)
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 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m44s
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.
2026-07-06 19:03:33 +02:00
Ilia Denisov fffc6030ce fix(offline): poll navigator.onLine to return online (the online event is unreliable)
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 1m24s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m41s
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.
2026-07-06 18:50:10 +02:00
Ilia Denisov fc8143758a fix(offline): return online after flight-mode off; gate online-game actions offline
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 1m11s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m38s
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).
2026-07-06 18:35:52 +02:00
Ilia Denisov e0d28733ff feat(offline): mid-session flight-mode reactivity (auto-offline self-heals)
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
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.
2026-07-06 18:15:12 +02:00
developer ccd65f61b8 Merge pull request 'feat(offline): auto-detect no network at cold start + go-offline dialog [PR1]' (#202) from feature/offline-autodetect into development
CI / changes (push) Successful in 1s
CI / unit (push) Has been skipped
CI / integration (push) Has been skipped
CI / ui (push) Successful in 1m13s
CI / conformance (push) Successful in 9s
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m52s
2026-07-06 16:11:17 +00:00
Ilia Denisov 5bc2ad3b6d feat(offline): auto-detect no network at cold start + 'go offline?' dialog
CI / changes (pull_request) Successful in 1s
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 1m44s
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).
2026-07-06 17:49:53 +02:00
developer 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
CI / changes (push) Successful in 1s
CI / unit (push) Has been skipped
CI / integration (push) Has been skipped
CI / ui (push) Successful in 1m10s
CI / conformance (push) Successful in 10s
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m38s
2026-07-06 15:06:17 +00:00
developer 2a7c632840 Merge pull request 'fix(pwa): network-first navigation so a new deploy loads online immediately' (#200) from feature/sw-fresh-online into development
CI / changes (push) Successful in 2s
CI / unit (push) Successful in 10s
CI / integration (push) Successful in 14s
CI / ui (push) Successful in 1m24s
CI / conformance (push) Successful in 10s
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m43s
2026-07-06 15:05:37 +00:00
Ilia Denisov 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.
2026-07-06 16:59:36 +02:00
Ilia Denisov 020742fad3 fix(pwa): network-first navigation so a new deploy loads online immediately
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 18s
CI / ui (pull_request) Successful in 1m10s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m43s
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).
2026-07-06 16:45:07 +02:00
developer fd225564a3 Merge pull request 'fix(offline): cold-boot offline from the persisted session + profile' (#199) from feature/offline-boot into development
CI / changes (push) Successful in 2s
CI / unit (push) Has been skipped
CI / integration (push) Has been skipped
CI / ui (push) Successful in 1m9s
CI / conformance (push) Successful in 10s
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m41s
2026-07-06 14:25:11 +00:00
Ilia Denisov fdf14d5897 fix(offline): skip the NewGame friend fetch offline
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 1m11s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m40s
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.
2026-07-06 16:12:50 +02:00
Ilia Denisov 1a456c4847 feat(offline): transport kill switch + gate the network-requiring UI
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 1m43s
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).
2026-07-06 15:46:22 +02:00
Ilia Denisov 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).
2026-07-06 15:36:51 +02:00
Ilia Denisov 19e7ea5da0 fix(offline): persist a plain profile snapshot; keep the sticky offline flag
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 1m40s
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).
2026-07-06 15:20:15 +02:00
Ilia Denisov 54d701fd8a fix(offline): cold-boot offline from the persisted session + profile
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 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m39s
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).
2026-07-06 14:54:09 +02:00
developer ec0c13bebc Merge pull request 'feat(offline): offline lobby — list + create + play local vs_ai games [C6]' (#198) from feature/offline-lobby into development
CI / changes (push) Successful in 2s
CI / unit (push) Has been skipped
CI / integration (push) Has been skipped
CI / ui (push) Successful in 1m10s
CI / conformance (push) Successful in 10s
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m43s
2026-07-06 12:43:23 +00:00
Ilia Denisov 5643c8be10 fix(offline): AI comms hub opens straight to the Dictionary, not via Chat
CI / changes (pull_request) Successful in 1s
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 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m41s
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.
2026-07-06 14:22:01 +02:00
Ilia Denisov 2f70ef1b85 fix(offline): route word-check through the game source; reload lobby on offline flip
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 1m11s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m40s
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).
2026-07-06 14:04:23 +02:00
Ilia Denisov 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).
2026-07-06 11:35:23 +02:00
developer 99f0a545be Merge pull request 'feat(offline): app-shell precache service worker (vite-plugin-pwa) [C1]' (#197) from feature/offline-pwa-precache into development
CI / changes (push) Successful in 2s
CI / unit (push) Successful in 10s
CI / integration (push) Successful in 15s
CI / ui (push) Successful in 1m9s
CI / conformance (push) Successful in 10s
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m40s
2026-07-06 09:13:57 +00:00
Ilia Denisov 1a95a5f2cb feat(offline): app-shell precache service worker (vite-plugin-pwa)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 18s
CI / ui (pull_request) Successful in 1m11s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m43s
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).
2026-07-06 11:06:59 +02:00
developer 8abd8b2ae6 Merge pull request 'feat(offline): advertise dict versions + background dictionary preload' (#196) from feature/offline-dict-preload into development
CI / changes (push) Successful in 1s
CI / unit (push) Successful in 10s
CI / integration (push) Successful in 16s
CI / ui (push) Successful in 1m8s
CI / conformance (push) Successful in 9s
CI / gate (push) Successful in 1s
CI / deploy (push) Successful in 1m42s
2026-07-06 08:45:41 +00:00
Ilia Denisov 2f867b8e6c feat(offline): background-preload dictionaries for offline readiness
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 1m10s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m41s
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.
2026-07-06 10:39:55 +02:00
Ilia Denisov 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.
2026-07-06 10:39:29 +02:00
developer 8349e222fc Merge pull request 'feat(offline): offline-mode state, Settings toggle + blue chrome (Phase C)' (#195) from feature/offline-mode-state into development
CI / changes (push) Successful in 2s
CI / unit (push) Has been skipped
CI / integration (push) Has been skipped
CI / ui (push) Successful in 1m9s
CI / conformance (push) Successful in 10s
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m39s
2026-07-06 07:48:49 +00:00
Ilia Denisov 68ecd881d9 feat(offline): offline-mode state, Settings toggle + blue chrome (Phase C)
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 1m39s
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).
2026-07-06 09:44:05 +02:00
developer 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
CI / changes (push) Successful in 2s
CI / unit (push) Has been skipped
CI / integration (push) Has been skipped
CI / ui (push) Successful in 1m8s
CI / conformance (push) Successful in 10s
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m39s
2026-07-06 07:31:05 +00:00
Ilia Denisov 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).
2026-07-06 09:24:55 +02:00
developer 9ecbe480db Merge pull request 'feat(offline): local game source (Phase B3.1)' (#193) from feature/offline-game-seam into development
CI / changes (push) Successful in 2s
CI / unit (push) Successful in 10s
CI / integration (push) Successful in 17s
CI / ui (push) Successful in 1m9s
CI / conformance (push) Successful in 10s
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m40s
2026-07-06 07:13:26 +00:00
Ilia Denisov 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).
2026-07-06 09:07:40 +02:00
developer 2847412b5b Merge pull request 'feat(offline): local game persistence + replay (Phase B2)' (#192) from feature/offline-localgame-store into development
CI / changes (push) Successful in 2s
CI / unit (push) Has been skipped
CI / integration (push) Has been skipped
CI / ui (push) Successful in 1m8s
CI / conformance (push) Successful in 9s
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m40s
2026-07-06 06:34:57 +00:00
Ilia Denisov 4fa77bf82c feat(offline): local game persistence + replay (Phase B2)
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m8s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m41s
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).
2026-07-06 08:22:47 +02:00
developer afa44d41b4 Merge pull request 'feat(offline): local game engine (Phase B1)' (#191) from feature/offline-localgame-engine into development
CI / changes (push) Successful in 2s
CI / unit (push) Successful in 9s
CI / integration (push) Successful in 14s
CI / ui (push) Successful in 1m8s
CI / conformance (push) Successful in 10s
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m39s
2026-07-06 06:15:56 +00:00