Two fixes from contour testing of the offline-in-game UX:
- The dictionary word check was unusable offline (Check button disabled) when the
panel was reached while already offline: CheckScreen fetched the variant + pinned
version over the network in onMount, which fails offline, leaving the default
variant so input sanitising stripped every letter. Seed both from the cached game
(present once the board has opened) so the input and the on-device dawg fallback
work without a round-trip; the network refresh still runs when online and on a
cold deep-link.
- The resign and chat controls were only functionally disabled (chat) or not gated
at all (resign) offline, so they still looked active. Hide both while offline,
matching the frozen social controls.
Tests: the in-game offline e2e now asserts the drawer action icons are hidden (not
disabled); a new e2e guards the offline dictionary flow. Docs updated.
CheckScreen's static import of dict/check pulled the dawg loader/reader into the app
entry bundle, pushing it 0.8 KB over the 130 KB budget (CI bundle-size gate). The
dict subsystem is lazy everywhere else, so import localWordCheck dynamically in the
offline branch — it loads only when an offline check actually runs. Main entry back
to 129.0 KB.
When an online game loses the connection the game screen now says so and freezes
instead of silently greying out: a "connection lost" banner appears and the rack,
the move controls, the add-friend/block controls and the chat/dictionary entry all
disable (a started move stays a draft, committed by the player on reconnect). It is
driven off the net-state machine (netState.offline), so it also covers the
Telegram/VK mini-apps, where a lost connection was previously mute in-game.
If the player is already in the dictionary when the drop happens, the word check
falls back to the game's pinned on-device dictionary (exact when that dawg is
cached; "unavailable offline" otherwise) and the network-only complaint + external
look-up hide. Chat, when already open, keeps its existing read-only degrade
(send/nudge disable). New pure helper localWordCheck is unit-tested; the in-game
gating gets an e2e.
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).
The Android VK client's WebView ignores target=_blank and navigates the
Mini App's own window to the target, stranding the player outside the
game with no way back (the dictionary lookup, About/Feedback links, the
ad banner and the bot-link modal fallbacks). vk-bridge 3.x has no method
to open an external URL, so external links are routed through VK's own
leave-VK redirect (vk.com/away.php), which the client intercepts
natively and hands to the system browser.
onExternalLinkClick moves from lib/telegram to a new lib/links that
composes the Telegram and VK routers; iOS and desktop VK open _blank
correctly and are left alone.
Extend the openLink routing from the dictionary lookup to every external
link shown inside the Mini App, so none triggers the WebView's 'open this
link?' confirmation. A shared onExternalLinkClick handler resolves the anchor
via closest() (so it also works delegated on {@html} content), backed by a
pure routeExternalLinkInTelegram decision: only inside Telegram, only an
external http(s) target=_blank link, excluding same-origin/in-app and t.me
links (t.me keeps openTelegramLink). Applied to the word-check lookup, the
About rules link, the Feedback operator-reply links, and the feature-gated
announcement banner.
Outside Telegram every anchor keeps its native target=_blank.
When a checked word is found, show a 'look it up' text link beside the
complaint button that opens an external reference dictionary in a new tab:
gramota.ru for the Russian variants, scrabblewordfinder.org for English
(word lower-cased and percent-encoded). The link hides for a word that is
not found. Inside Telegram it routes through the Mini App SDK's openLink, so
Telegram opens it directly instead of the WebView's 'open this link?'
confirmation; in a browser the anchor's own target=_blank handles it.
Relabel the complaint button to 'Возражаю' (ru); English stays 'Disagree'.
Replace Menu.svelte (hamburger) everywhere with tab-bar navigation:
- Settings hub (SettingsHub) from the lobby ⚙️ tab: Settings/Profile/
Friends/About as in-place tabs, back → lobby; the lobby ⚙️ badge counts
incoming friend requests (invitations keep their own lobby section).
- Comms hub (CommsHub) from the move-history 💬: Chat/Dictionary tabs,
back → game; Dictionary only while the game is active.
- Game menu items relocate into the open history: 🏁 leave / 📤 export in
the header, 🤝 add-friend per opponent card, 💬 comms; unread chat is
badged on the score bar + the 💬.
- TapConfirm (tap → fading ✅ → tap) replaces the Skip/Hint press-and-hold
popovers and drives the add-friend confirm.
- Fix the move-history "jump": the slid board is inert and the stage can't
scroll, so a swipe up genuinely closes the history.
Remove Menu.svelte + HoldConfirm.svelte. Docs: UI_DESIGN, FUNCTIONAL(+ru),
PRERELEASE. UI check/unit/build/bundle/e2e (Chromium+WebKit) all green.
Squash the 12 goose migrations into one 00001_baseline.sql (there is no prod
data; verified schema-identical to the chain via a pg_dump diff + the green
integration suite) and rename the game-variant labels
english/russian_scrabble/erudit -> scrabble_en/scrabble_ru/erudit_ru across the
backend, the FlatBuffers wire values and the UI.
dawg filenames and the Go enum identifiers are unchanged; the i18n display keys
are kept. Adds PRERELEASE.md (the R1-R7 pre-release tracker), linked from
CLAUDE.md. Contour DB wipe and the scrabble-dictionary tidy are follow-ups.
- Chat and word-check are now routed screens (/game/:id/chat, /game/:id/check) with a
header back to the game and no tab-bar, replacing their modals. The soft keyboard just
resizes the visible viewport (tracked into --vvh, which the Screen height uses since iOS
does not shrink dvh for the keyboard) with the input pinned to the bottom: no modal
relayout, no page jump. Supersedes the earlier bottom-sheet Modal attempt.
- A new chat message raises an unread badge on the in-game hamburger + the Chat menu row
(per game, cleared on opening the chat), mirroring the lobby badge.
- TG native back + the header back chevron return chat/check to their game.
- Exposes --tg-safe-top (device notch) for the finalised TG-fullscreen header.
Tests: e2e for chat/check opening as their own screens + back. Docs: PLAN, FUNCTIONAL(+ru).