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).
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).