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4 Commits

Author SHA1 Message Date
Ilia Denisov 2a045a5b37 fix(offline): give the local human seat the real account id
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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 ef832b823d feat(offline): offline lobby lists + creates local vs_ai games
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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
Ilia Denisov 1654131904 feat(offline): wire the local game source into the game screen (Phase B3.2)
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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
Ilia Denisov 32298595f2 feat(offline): local game source (Phase B3.1)
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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