A local (offline) game persisted no draft: draftGet returned an empty
string and draftSave was a no-op, on the assumption that the arrangement
is only ever rebuilt from the rack when the game is reopened. The game
screen, however, refetches the state on several triggers, and every one
of them applied that empty draft over the live composition — dropping the
player's pending tiles back into the rack and resetting the rack order.
Offline the most visible trigger fires on its own: with no network the
live-stream watchdog declares the stream dead after 25 s, the reconnect
4 s later flips app.streamAlive back to true, and the game screen's
reconnect effect refetches. Composing a move offline was therefore reset
roughly every half minute.
Store the draft in the game's own record instead, so a reload restores it
and it survives leaving and reopening the app, and clear it wherever the
turn advances (a committed move, a resignation, a host skip) so a hotseat
seat never inherits the previous player's arrangement. Gate the two
stream-driven refetches on the game being a network one: a local game
takes its events from the source, so reacting to the stream only cost it
a pointless reload.
iOS Safari/WKWebView does not shrink the layout viewport for the soft
keyboard (Android Chrome does): the visual viewport shrinks AND offsets
down toward the focused field, and the values do not cleanly revert. The
pinned shell tracked only the height (--vvh), not the offset, so its
top-anchored content misaligned on iOS — empty space below the form,
worst on a repeat focus. Fix (one place; covers NewGame, Chat, Feedback):
- app.svelte.ts syncViewport: also mirror visualViewport.offsetTop into
--vv-top, and scroll the focused field into view on the keyboard-open
transition (iOS does not reliably scroll a pinned document to it).
- app.css: the pinned app-shell body follows top=--vv-top + height=--vvh
(was inset:0), so it stays on the visible area.
- e2e/viewport.spec.ts emulates the visual-viewport resize+offset (a fake
window.visualViewport) to verify the shell follows, on Chromium+WebKit.
Hotseat: returning to the lobby now re-locks the current seat (its PIN is
re-prompted) — LocalSource.relock, cleared in Game.svelte onDestroy.
Root-caused a crash it exposed: a $props() value (id) reads back undefined
during Svelte teardown, so isLocalGameId(id) threw and aborted onDestroy
(breaking navigation) — read the id from the loaded view instead.
Game.svelte drives a hotseat game:
- the seat-to-move's rack is replaced by an Unlock button when the seat
is PIN-locked (board stays visible); canMove gates the move controls
on the unlock; PinPad(verify) -> source.unlockSeat reveals it.
- the hint slot becomes a host button (hints off in hotseat), always
enabled while the game runs (acts on a locked seat too). Master-PIN ->
action sheet: skip current / exclude a player / end the game, each with
a confirm + a fading check; terminate deletes and returns to the lobby.
- per-turn advance re-fetches the next seat's (locked) state; self-resign
and chat are hidden (hotseat resign is a host action, no comms).
- gamesource: expose unlockSeat / verifyHostPin / hostAction on the local
proxy. i18n hotseat.* (en + ru).
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.
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).
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).