release: offline mode + local pass-and-play (hotseat) — proposed v1.12.0 #212
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@@ -1263,7 +1263,19 @@ the ad-banner slot. A **cold launch already in offline mode** boots from the per
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profile (the profile is saved on every online adopt/refresh) — `bootstrap` skips the session
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profile (the profile is saved on every online adopt/refresh) — `bootstrap` skips the session
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adoption and profile fetch that would otherwise hang with no network, and lands straight in the
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adoption and profile fetch that would otherwise hang with no network, and lands straight in the
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offline lobby; without a cached profile (an install that was never online) it drops the sticky flag
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offline lobby; without a cached profile (an install that was never online) it drops the sticky flag
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and boots online instead. The gateway registers the `.webmanifest` MIME type
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and boots online instead. Beyond the sticky toggle the app **auto-detects connectivity**: the
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reactive flag carries an *auto* bit, so a self-entered offline (no network) is transient
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(session-only, never persisted) and self-heals to online when the network returns, while a deliberate
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one (the toggle, or the cold-start dialog's *Switch*) persists. At cold start `navigator.onLine ===
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false` enters offline for the session; otherwise a single bounded reachability probe (a `profile.get`,
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~3 s) decides — success boots online, a timeout on an eligible install raises a *No connection* dialog
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(*Switch* = sticky offline, *Wait for network* = boot online with the reachability watcher retrying).
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Mid-session the `window` `online`/`offline` events drive it — `offline` auto-enters, `online`
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re-verifies reachability before returning — backed by a `navigator.onLine` poll because those events
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are unreliable on some platforms (notably iOS PWAs). Offline is a real **transport kill switch**
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(every gateway call is refused, so no traffic leaks); the reachability probe is the one call exempt
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from it (it is the return-to-online mechanism), and the transient reachability watcher is suppressed
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while offline. The gateway registers the `.webmanifest` MIME type
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in-process (the distroless image has no `/etc/mime.types`). Hash-named `/assets/*` are served
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in-process (the distroless image has no `/etc/mime.types`). Hash-named `/assets/*` are served
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`immutable` (a relaunch is a cache hit, not a re-download); the HTML shells are
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`immutable` (a relaunch is a cache hit, not a re-download); the HTML shells are
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`no-cache` so a new deploy is picked up — both containers apply the same caching. An
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`no-cache` so a new deploy is picked up — both containers apply the same caching. An
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@@ -268,6 +268,15 @@ the app quietly preloads the dictionaries for the player's enabled variants whil
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(once installed) launches from a precached shell even with no network. The mode is device-scoped and
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(once installed) launches from a precached shell even with no network. The mode is device-scoped and
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sticky across launches.
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sticky across launches.
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The app also **enters offline mode on its own** when it cannot reach the network. On a cold launch
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with no connection it switches to offline for that session; when the device is online but the gateway
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stays silent for a few seconds it asks first — *No connection. Switch to offline mode?*, with
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**Switch** (go offline) or **Wait for network** (keep retrying online). While the app is open, losing
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the network — airplane mode — switches to offline automatically, and restoring it returns online by
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itself. A self-entered offline is temporary: it reverts to online the moment the network is back, and
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the next launch re-checks. A **deliberate** offline — the Settings toggle, or **Switch** in that
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dialog — is the player's choice: it is kept, and never undone automatically.
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### Social: friends, block, chat, nudge
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### Social: friends, block, chat, nudge
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Become friends in two ways: redeem a **one-time code** the other player issues (six
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Become friends in two ways: redeem a **one-time code** the other player issues (six
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digits, valid for twelve hours), or send a **request to someone you have played
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digits, valid for twelve hours), or send a **request to someone you have played
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@@ -273,6 +273,15 @@ e-mail) либо ввод фразы. Активные игры форфейтя
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запускается из прекешированного шелла даже без сети. Режим привязан к устройству и сохраняется между
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запускается из прекешированного шелла даже без сети. Режим привязан к устройству и сохраняется между
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запусками.
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запусками.
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Приложение также **само включает офлайн-режим**, когда не может достучаться до сети. При холодном
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запуске без связи оно переходит в офлайн на текущую сессию; когда устройство онлайн, но шлюз молчит
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несколько секунд, оно сперва спрашивает — *Нет связи. Включить офлайн-режим?*, с выбором **Включить**
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(уйти в офлайн) или **Ждать сеть** (продолжить попытки онлайн). Пока приложение открыто, потеря сети —
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режим полёта — переключает в офлайн автоматически, а её восстановление само возвращает онлайн.
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Самостоятельно включённый офлайн временный: он возвращается в онлайн, как только сеть появилась, и
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следующий запуск проверяет заново. **Осознанный** офлайн — тумблер в Настройках или **Включить** в том
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диалоге — это выбор игрока: он сохраняется и никогда не отменяется автоматически.
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### Социальное: друзья, блок, чат, nudge
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### Социальное: друзья, блок, чат, nudge
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Подружиться можно двумя способами: погасить **одноразовый код**, который выпускает
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Подружиться можно двумя способами: погасить **одноразовый код**, который выпускает
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другой игрок (шесть цифр, действует двенадцать часов), либо отправить **заявку
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другой игрок (шесть цифр, действует двенадцать часов), либо отправить **заявку
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