feat(offline): local pass-and-play (hotseat) — 2-4 players, seat/host PINs #211

Merged
developer merged 18 commits from feature/offline-hotseat into development 2026-07-07 14:27:57 +00:00
Owner

Offline pass-and-play (hotseat): New Game's with friends (shown only offline) builds a device-local 2-4 human game on the existing local engine.

What

  • Host (referee) master PIN (mandatory) gates the roster; the host may optionally take a seat. Each player row: name (reused profile validation, keep-last-valid) + an optional per-seat PIN. Add/remove rows (2-4; remove behind the master PIN).
  • Apple-style on-screen PIN pad (PinPad.svelte); PINs stored as a salted SHA-256 — a social lock, not crypto (client-only; documented).
  • In-game: the board is always visible; a PIN-locked seat's rack is replaced by Unlock until the seat PIN is entered (re-locks each turn). The freed hint slot becomes the host button: master-PIN → skip current / exclude a player (resignSeat) / terminate (delete, no result), each with a confirm + a fading .
  • Lobby: hotseat games get the kebab in both active and finished groups; deletion is master-PIN-gated (so the last mover can't instantly wipe it). Hints, chat and self-resign are off in hotseat.

How

Engine untouched (already 2-4 player). Added: lib/pin.ts, lib/roster.ts, PinPad.svelte; record schema (hotseat/hostPin/seat.pin) + source (unlockSeat/verifyHostPin/hostAction, per-turn lock); NewGame roster form; Game.svelte lock + host menu; Lobby kebab. Client-only — no backend/proto/wire changes.

Tests / verification

  • Unit (TDD): pin, roster, source.hotseat (lock/unlock/re-lock, host skip/resign/terminate, master-PIN gate, natural-end persistence), serialize shape.
  • e2e (Chromium+WebKit): create with a locked seat → verify withheld rack → unlock (wrong then right) → host-skip → terminate from lobby. Surfaced + fixed a $state-proxy IndexedDB persist bug (snapshot at create).
  • Local: check 0/0, test:unit 513 pass, build ok, full e2e 202 pass.
  • Docs baked: ARCHITECTURE + FUNCTIONAL (+_ru).

Owner reviews the live flow on the test contour.

Offline **pass-and-play (hotseat)**: New Game's *with friends* (shown only offline) builds a device-local 2-4 human game on the existing local engine. ## What - **Host (referee) master PIN** (mandatory) gates the roster; the host may optionally take a seat. Each player row: name (reused profile validation, keep-last-valid) + an **optional per-seat PIN**. Add/remove rows (2-4; remove behind the master PIN). - **Apple-style on-screen PIN pad** (`PinPad.svelte`); PINs stored as a **salted SHA-256** — a *social lock, not crypto* (client-only; documented). - In-game: the board is always visible; a PIN-locked seat's rack is replaced by **Unlock** until the seat PIN is entered (re-locks each turn). The freed hint slot becomes the **host button**: master-PIN → skip current / exclude a player (`resignSeat`) / terminate (delete, no result), each with a confirm + a fading ✅. - **Lobby**: hotseat games get the kebab in both active and finished groups; deletion is master-PIN-gated (so the last mover can't instantly wipe it). Hints, chat and self-resign are off in hotseat. ## How Engine untouched (already 2-4 player). Added: `lib/pin.ts`, `lib/roster.ts`, `PinPad.svelte`; record schema (`hotseat`/`hostPin`/`seat.pin`) + source (`unlockSeat`/`verifyHostPin`/`hostAction`, per-turn lock); NewGame roster form; Game.svelte lock + host menu; Lobby kebab. Client-only — no backend/proto/wire changes. ## Tests / verification - Unit (TDD): `pin`, `roster`, `source.hotseat` (lock/unlock/re-lock, host skip/resign/terminate, master-PIN gate, natural-end persistence), serialize shape. - e2e (Chromium+WebKit): create with a locked seat → verify withheld rack → unlock (wrong then right) → host-skip → terminate from lobby. Surfaced + fixed a $state-proxy IndexedDB persist bug (snapshot at create). - Local: `check` 0/0, `test:unit` 513 pass, `build` ok, full e2e 202 pass. - Docs baked: ARCHITECTURE + FUNCTIONAL (+_ru). Owner reviews the live flow on the test contour.
developer added 7 commits 2026-07-07 09:58:25 +00:00
Groundwork for offline pass-and-play (hotseat) seat/host PIN locks:
- lib/pin.ts: salted SHA-256 PinLock (newSalt/hashPin/newLock/verifyPin);
  a social lock for a shared device (documented, not cryptography).
- components/PinPad.svelte: 4-digit keypad (set/verify/change), auto-submit
  on the 4th digit, shake on mismatch, hardware-keyboard support.
- i18n: pin.* keys (en + ru).

Engine/source/UI wiring follows.
Extend the local game to offline pass-and-play (hotseat):
- serialize.ts: Seat.pin, record hotseat + hostPin (all optional; old
  vs_ai records read hotseat as false).
- source.ts: create() takes hotseat/hostPin + per-seat pins; stateView
  reveals the seat-to-move's rack and withholds it (locked) when that
  seat is PIN-locked, until unlockSeat; ephemeral per-turn unlock
  re-locks on advance; new unlockSeat / verifyHostPin / hostAction
  (skip/resign/terminate); gameView sets vsAi=!hotseat + the hotseat flag.
- model.ts: GameView.hotseat, StateView.locked (offline-only, optional).

Tests: source.hotseat (lock/unlock/re-lock, host skip/resign/terminate,
master-PIN gate, natural-end persistence) + serialize hotseat shape.
NewGame offline 'with friends' now builds a local pass-and-play game:
- lib/roster.ts: keep-last-valid name + roster->seats (unit-tested).
- NewGame.svelte: master host-PIN gate (rows disabled until set),
  'are you playing too?' prompt seating the host at row 0, 2-4 player
  rows with inline name validation + optional per-seat PIN, add/remove
  (remove behind the master PIN), variant + multiple-words, Start.
- PinPad: verification via a verify(pin) callback (UI-held lock at
  creation, source-held in-game) instead of a lock prop.
- i18n: hotseat.* (en + ru); the offline mode selector is now shown offline.
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).
Lobby.svelte: hotseat games show the kebab / swipe delete in BOTH the
active and finished groups (not finished-only); deleting one opens a
master-PIN pad first — active = terminate (no result), finished = remove
— so the last mover cannot instantly wipe a game. Local games stay
deletable offline. Non-hotseat games are unchanged (finished-only, free).
Add the Playwright mock e2e for offline pass-and-play (Chromium+WebKit):
create a 2-seat hotseat with a PIN-locked seat, verify the rack is
withheld, unlock (wrong then right PIN), host-skip the current turn, and
terminate from the lobby behind the master PIN.

The e2e surfaced a persistence bug: the roster PINs are $state proxies,
which fail structured-clone on the IndexedDB put (silently — best-effort
store), so a created hotseat game vanished on reload. Snapshot the seats
+ host PIN to plain objects at the create() call site.
docs(offline): document hotseat pass-and-play
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baa9961c3e
ARCHITECTURE (offline section) + FUNCTIONAL (+_ru mirror): the local
pass-and-play mode — host/referee master PIN, per-seat optional PIN
locks (social lock, salted SHA-256, client-only), the board-visible seat
unlock, host overrides (skip/exclude/terminate), no hints/chat, and the
master-PIN-gated lobby deletion.
developer added 1 commit 2026-07-07 10:04:47 +00:00
fix(offline): unlock finished hotseat games + raise entry budget to 120
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903de7d41d
- source: a finished hotseat game is never locked (its final rack is
  shown for review, not an Unlock button); guard locked on !isOver.
- bundle-size: raise the app-entry budget 115 -> 120 KB for the hotseat
  UI (PIN pad, roster, host menu), which lives in the always-loaded New
  Game / Game / Lobby screens; the offline engine + PIN hashing stay lazy.
developer added 1 commit 2026-07-07 10:35:35 +00:00
fix(offline): hotseat review fixes + PWA stale-shell (SW route order)
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3adc4e32c9
Owner review of the pass-and-play PR:
- Roster delete (bug): a correct host PIN now ARMS a delete cross next to
  the row (mirroring the lobby delete) instead of removing it silently;
  tapping the kebab again clears the host authorisation.
- Variant picker (UX): replace the dropdown with the Quick-Match variant
  plaques + the multiple-words toggle, one-to-one.
- Keyboard layout (UX): the roster sits in a scroll region with the Start
  button pinned (friends-form pattern), so a name input's soft keyboard
  shrinks the region instead of leaving a full-height blank spacer painted
  behind the keyboard.
- e2e: variant via plaque + a row-delete (arm then cross) regression step.

PWA stale-version (pre-existing, same PR):
- sw.ts: register the network-first NavigationRoute BEFORE precacheAndRoute.
  Workbox matches in registration order and the precache route (directoryIndex
  index.html) shadowed the shell navigation, serving it cache-first — the old
  build's __APP_VERSION__ until a second load. Fixes both the maintenance
  self-reload and a cold open after a deploy. Doc updated (ARCHITECTURE).
developer added 1 commit 2026-07-07 10:54:58 +00:00
fix(offline): hotseat form — natural scroll + focus-into-view (keyboard)
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cafe67e9c8
The nested scroll region regressed the keyboard behaviour (a double
scroll: the whole screen scrolled with a huge blank area under the Start
button, and a focused bottom row hid behind the keyboard). Drop it: the
hotseat form now flows naturally and scrolls with the screen's own scroll
(.page.scrollform: no forced full height, no pinned button), and a name
input scrolls itself into view (centred above the keyboard) on focus.
developer added 1 commit 2026-07-07 11:19:24 +00:00
fix(offline): unify NewGame layout to natural-flow + PinPad verdict pause
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c1ac77bc6a
- NewGame: all three forms (quick / friends / hotseat) now use the
  Profile sub-view's natural-flow .page (no forced height, no pinned-CTA
  .grow/.fg scroll), so the screen's single .content scroll + --vvh handle
  overflow and a focused name input scrolls into view cleanly — fixes the
  keyboard blank-space / deep-scroll regression. One layout rule, one place.
- PinPad: pause 250ms after the 4th digit before the verdict, so the fill
  (and the shake on a wrong PIN) reads as a deliberate response.
- e2e: typePin waits for empty dots before typing (robust to the pause).
developer added 1 commit 2026-07-07 12:10:58 +00:00
fix(ui): iOS soft-keyboard shell alignment + hotseat relock on return
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beda6ccd3d
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.
developer added 1 commit 2026-07-07 12:45:56 +00:00
fix(ui): local-game history (hide social, keep dictionary); Enter dismisses keyboard; email-code autosubmit
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52d0c559f9
- History drawer in a local (offline) game: the seat plaques no longer
  show the add-friend/block controls — canAddFriend/canBlock now exclude a
  local game (hotseat seats have synthetic account ids that slipped past
  the vs_ai-only guard) — and the Dictionary entry is restored: an active
  hotseat game keeps the comms button, and CommsHub is Dictionary-only for
  a chatless vs_ai OR hotseat game (ChatScreen never mounts offline).
- Enter on any single-line <input> now dismisses the soft keyboard (blur);
  a <textarea> (feedback) keeps Enter for newlines. One global handler.
- Login email code: the friend-code spread-digit style (.codein), a
  6-char cap, auto-submit on the 6th digit, and Enter to submit.
- e2e: the local-game history has no social controls and keeps the
  dictionary entry.
developer added 1 commit 2026-07-07 12:54:47 +00:00
feat(offline): per-seat medals in local games; drop the you-won text + lobby medal
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0ed34c7720
For a local (offline) game the outcome is not always about a single
'you' (hotseat is 2-4 players), so:
- Game.svelte: a finished local game no longer shows the viewer-centric
  'you won/lost/draw' status; instead each seat plaque shows a per-seat
  place medal, left of the name (result.seatMedal — trophy for the winner,
  then places by score; a draw medals everyone).
- Lobby.svelte: a local game shows no lobby medal (resultBadge is
  viewer-centric and no seat matches the account) — its result lives on
  the in-game plaques.
- result.ts: seatMedal(game, seat), unit-tested.
developer added 1 commit 2026-07-07 13:01:00 +00:00
fix(offline): scope the medal treatment to hotseat only
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84d0385c95
Per owner: a vs_ai game (one human) keeps its 'you won/lost' status text
AND its lobby medal — the hidden-status + per-seat-medal treatment applies
only to hotseat, where 2-4 local players make a single 'you' meaningless.
isLocalGameId -> game.hotseat at the three call sites (statusBlock, seat
plaque, lobby card).
developer added 1 commit 2026-07-07 13:37:28 +00:00
fix(offline): hotseat finished-game medals by final score (fix all-last-place on a tie)
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1e087be90a
Reported: a hotseat game ended by 6 scoreless passes deducts each rack
(correct rule, same as online: -8/-14/-8 here), which tied two seats for
the lead. The engine's winner() returns -1 on a tie, so seatMedal read it
as a full draw and gave EVERY seat the last-place medal.

- result.ts: seatMedal now ranks by the FINAL score (competition ranking —
  a tie for the lead shares the trophy), not the single-winner flag. A
  resigned / host-excluded seat places last with no medal and does not push
  the others down.
- model.ts: Seat.resigned (offline-only); engine.resignedOf getter; the
  local source surfaces it on the game view.
- The scoreless rack deduction is unchanged (standard rules, owner-confirmed).
developer added 1 commit 2026-07-07 13:47:35 +00:00
fix(ui): unify tie-for-lead result across lobby + game (shared victory, not a draw)
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80cc2a76e8
Bring the online lobby badge and the in-game 'you won/lost' text to the
same competition ranking the hotseat seat medals use: in a 3-4 player game
a TIE for the lead is a SHARED victory for the top scorers and a placed
finish for those below — not a full draw for everyone (winner() is -1 on
any tie, so isWinner alone conflated them). An aborted game and a genuine
all-level finish stay a draw; a win by resignation (winner at a not-higher
score) is unchanged.
- result.ts: resultBadge no-winner branch ranks by final score; placeBadge
  helper; resigned seats excluded from the ranking.
- Game.svelte: resultText aligned (shared lead = won, below = lost).
owner approved these changes 2026-07-07 13:50:43 +00:00
Dismissed
owner approved these changes 2026-07-07 14:03:25 +00:00
Dismissed
developer added 1 commit 2026-07-07 14:20:55 +00:00
feat(offline): randomise the hotseat seating (random first mover)
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a7f483792f
The 2-4 hotseat players now start in a random seating order (so who goes
first, and the turn order, is random) — matching the online games. The
engine starts at seat 0, so shuffling the seats at creation picks the
starter; the shuffle is seed-driven (a distinct derivation from the tile
bag), so replay reproduces it. Scoped to hotseat — vs_ai stays human-first.
- lib/roster.ts: shuffleSeeded (unit-tested); NewGame shuffles buildSeats
  with the game seed before create.
- e2e: pin a seed that keeps the roster order so the lock assertions stay
  deterministic.
developer dismissed owner's review 2026-07-07 14:20:55 +00:00
Reason:

New commits pushed, approval review dismissed automatically according to repository settings

owner approved these changes 2026-07-07 14:26:53 +00:00
developer merged commit ca48b3e18e into development 2026-07-07 14:27:57 +00:00
developer deleted branch feature/offline-hotseat 2026-07-07 14:27:57 +00:00
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Reference: developer/scrabble-game#211