f6aa0ba4b0a6abafd733ab2723c696bd83546e21
6 Commits
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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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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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a9c8f1ecfe |
test(offline): real-dictionary move-generator conformance in CI
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Phase A (A4): prove the ported move generator (#188) against the FULL shipped dictionaries, not just the tiny samples — the deep graphs and complete 26/33-letter alphabets the samples cannot reach. - backend/cmd/movegen: add a -dawg-dir mode that emits per-variant golden move-gen vectors from the real dawgs (a bounded first-move + a blank case + a deep 7-tile mid-game position). Regenerated in CI to /tmp, never committed (like the dictgen/validategen vectors), so no dictionary version is pinned into the repo. - ui/src/lib/dict/generate.realparity.test.ts: env-gated (DICT_DAWG_DIR + DICT_MOVEGEN_DIR) parity against that golden — 9 positions across scrabble_en / scrabble_ru / erudit_ru match the Go solver exactly. Skips cleanly when unset. - .gitea/workflows/ci.yaml: the conformance job now generates the movegen golden and points the gated vitest at it (DICT_MOVEGEN_DIR). |
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c334a9d7b7 |
feat(offline): port DAWG cursor + move generator to TS (parity-pinned)
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First engine-first step of PWA offline mode (Phase A): the client-side move generator — the "robot brain" a local vs_ai game will run on-device — with no runtime wiring yet (Phase B). - dawg.ts: add the step-by-step cursor (root/final/next/arcs), a faithful port of dafsa traverse.go over the reader's existing bitstream. - generate.ts: the Appel-Jacobson generator (leftPart/extendRight + cross-sets + counts-rack + board transpose + moveKey ranking), reusing the cursor and validate.ts evaluate/connected. A cross-set LetterSet is a Uint8Array, so the 33-letter Russian alphabet (index 32) is exact under JS bit ops. - validate.ts: export connected for the generator's connectivity filter. - backend/cmd/movegen: dev tool building small sample dictionaries and emitting golden move-generation fixtures from the real Go solver (EN + RU). - tests: dawg.cursor.test.ts (enumeration bijection vs indexOf) and generate.parity.test.ts (7/7 vs the Go solver: empty board, mid-game, blank, single-word rule, Russian index-32 cross-set). The committed EN sample also unblocks the existing skipped dawg.parity.test.ts once wired with DICT_* in CI. Pure additive library code; no runtime behavior change. |
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2e8fa83814 |
feat(telemetry): local move-preview adoption metrics (Phase 4)
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Measure uptake of the client-side local move-preview accelerator (§5) so adoption can be watched before defaulting it on: app cold starts, dictionary loads by result (fetched / cache_hit / miss) and move previews by path (local / network — the backend load shed). A small best-effort client beacon (POST /metrics/local-eval, session-gated) batches counter deltas and posts them on a 60s timer and when the app is backgrounded — never on the gameplay path: the in-app counters are plain in-memory increments, only the periodic flush touches the network and it is fire-and-forget. The gateway folds each batch into three OTel counters (local_eval_cold_start_total, local_eval_dict_load_total, local_eval_preview_total), clamped against a spoofed inflation. - gateway: counters + recordLocalEval + session-gated /metrics/local-eval handler - ui: localeval-metrics accumulator/beacon; hooks in the dict loader, in Game.recompute and in bootstrap (skipped under the mock harness) - caddy: route /metrics/* to the gateway - docs: ARCHITECTURE §11; Grafana "Scrabble — Users" dashboard panels |
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5689f7f6a3 |
feat: on-device move preview (local eval) with network fallback
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Score and validate a tentative move on-device instead of a per-arrangement network
round trip. The dawg reader and the validate/score/direction slice of the
scrabble-solver engine are ported to TypeScript (ui/src/lib/dict), pinned
byte-for-byte to the Go engine by a `conformance` CI job (full-dictionary reader
parity plus a battery of plays across every variant and both cross-word rules,
including the inferred orientation). The server stays authoritative — submit_play
re-validates — so the local result is an advisory accelerator only.
- backend: Registry.DictBytes + an authed GET /api/v1/user/dict/{variant}/{version}
(immutable) streaming the pinned per-game dawg; caddy routes /dict to the gateway.
- gateway: a session-gated /dict edge route proxying it; fetchDict on the transport.
- client: the dictionary loads on game open (low priority so it never starves the
game on a slow link; aborted at a 5s cap or when leaving the game), is cached in
IndexedDB (best-effort, self-healing on a rejected blob) and reused across
sessions; a warm-up overlay covers a cold load, then the network preview is the
fallback; a bad-connection breaker stops warming after repeated misses; the move
preview cancels its in-flight request when the tiles change.
- parity generators backend/cmd/{dictgen,validategen} + gated Vitest suites, run in
CI against the release dictionaries. A hidden debug readout lists the cached
dictionaries + breaker state, and its reset clears the cache.
- docs: ARCHITECTURE §5, TESTING, UI_DESIGN, FUNCTIONAL (+ru).
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