release: offline mode + local pass-and-play (hotseat) — proposed v1.12.0 #212
@@ -1252,7 +1252,13 @@ an *Offline* chip and confines play to on-device `vs_ai` games. The **offline lo
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device-local games** (reconstructed by replaying the IndexedDB move journal) and its New-vs-AI entry
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creates one through the in-browser engine — the same game screen then drives it, the robot replying
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locally; online-only affordances (the Stats tab, the friend/random options in New Game) are disabled
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or hidden. To have data ready before the switch, the **Profile advertises the current dictionary
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or hidden. A local `vs_ai` hint is unlimited and wallet-free but idle-gated (unlocked ~30 min into a
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stuck turn). The gate is a **persisted wall-clock unlock instant** (`hintUnlockAtMs` on the record +
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the game view, stamped from the robot's reply, carried on the move delta), so the wait survives a
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relaunch — but it is **sanitised on read** (capped at `now + window`, `lib/hints` + `source.ts`) so a
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device clock the player sets **back** cannot push the unlock away and freeze the gate; a clock set
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**forward** merely opens the hint early, harmless for a solo game. An online `vs_ai` game will gate the
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same way but from the server's clock (a follow-up). To have data ready before the switch, the **Profile advertises the current dictionary
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version per variant** (`dict_versions`,
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filled from the registry on the existing cold-start profile request — no extra round-trip), and an
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eligible installed PWA (standalone web + confirmed email) **background-preloads** those dictionaries
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+10
-1
@@ -215,7 +215,16 @@ unlimited and offers a complaint on any result; for a word it finds, it also lin
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external reference dictionary (gramota.ru for Russian games, scrabblewordfinder.org for
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English) to look it up. Hints are governed per game —
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whether they are allowed and how many each player starts with — and draw on a
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personal hint wallet once the per-game allowance is spent. The game ends when the
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personal hint wallet once the per-game allowance is spent. Against the robot
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(**vs_ai**) hints are instead **unlimited and wallet-free**, but idle-gated as an
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anti-frustration aid: one unlocks only after the player has been **stuck ~30 minutes
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on a turn** (timed from the robot's last move; the very first move, before the robot
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has played, is exempt). While gated the hint button carries a small **🔒 lock** and a
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tap shows how long remains; the lock lifts live at the mark. The wait **persists across
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leaving and reopening the app**, so a stuck turn is not forgotten. It stays robust to a
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device clock change: the remaining is capped at the window, so a clock set back cannot
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freeze it, and a clock set forward merely opens the hint early — harmless in a solo game.
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The game ends when the
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bag empties and a player clears their rack, after 6 consecutive scoreless turns,
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by resignation, or by the per-game move timeout (5 minutes to 24 hours, default
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24 hours): a missed turn auto-resigns, except while the player is inside their
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@@ -222,7 +222,15 @@ e-mail) либо ввод фразы. Активные игры форфейтя
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внешний справочный словарь (gramota.ru для русских игр, scrabblewordfinder.org для английских),
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чтобы его посмотреть. Подсказки управляются настройками
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партии — разрешены ли они и сколько их у каждого игрока на старте — и расходуют
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личный кошелёк подсказок после исчерпания внутриигрового лимита. Партия
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личный кошелёк подсказок после исчерпания внутриигрового лимита. Против робота
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(**vs_ai**) подсказки, наоборот, **безлимитны и без кошелька**, но с idle-гейтом как
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анти-фрустрация: подсказка открывается, только когда игрок **застрял на ходу ~30 минут**
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(отсчёт от последнего хода робота; самый первый ход, до хода робота, исключён). Пока гейт
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закрыт, кнопка подсказки несёт маленький **🔒 замок**, а тап показывает, сколько осталось;
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замок снимается вживую в нужный момент. Отсчёт **переживает выход и повторный вход в
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приложение**, так что застрявший ход не забывается. И он устойчив к переводу часов: остаток
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ограничен окном, поэтому перевод назад не заморозит гейт, а перевод вперёд просто откроет
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подсказку раньше — безвредно в соло-игре. Партия
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завершается, когда мешок пуст и игрок выложил стойку, после 6 подряд бесплодных
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ходов, по сдаче, либо по таймауту хода (от 5 минут до 24 часов, дефолт 24 часа):
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пропущенный ход означает авто-сдачу, кроме как когда игрок внутри своего
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@@ -60,6 +60,9 @@ test.describe('offline mode', () => {
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await page.locator('button.invite').click();
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await expect(page.locator('[data-cell]').first()).toBeVisible();
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// The human's first move is not idle-gated: the hint is available at once (no 🔒 lock badge).
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await expect(page.locator('.lock')).toHaveCount(0);
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// The human plays WAY horizontally across the centre (7,5)-(7,7).
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await placeTile(page, 'W', 7, 5);
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await placeTile(page, 'A', 7, 6);
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@@ -74,10 +77,17 @@ test.describe('offline mode', () => {
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}).toPass({ timeout: 15000 });
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const filled = await page.locator('[data-cell].filled').count();
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// Now it is the human's turn again after the robot moved: the idle hint gate arms, so the hint
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// button shows the 🔒 lock (it lifts after 30 idle minutes on a monotonic clock — not waited here).
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await expect(page.locator('.lock')).toBeVisible();
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// Reload: the hash router restores the /game/<id> route and the local game replays from
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// IndexedDB with every committed tile intact.
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await page.reload();
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await expect(page.locator('[data-cell]').first()).toBeVisible();
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await expect(page.locator('[data-cell].filled')).toHaveCount(filled);
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// The idle-hint gate is persisted (a wall-clock unlock time), so the 🔒 survives the reload —
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// the wait was not reset by relaunching.
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await expect(page.locator('.lock')).toBeVisible();
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});
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});
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@@ -20,12 +20,13 @@ import { join } from 'node:path';
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const DIST = 'dist';
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// Per-chunk gzip budgets in KB. The app entry was raised to 110 for the local move-preview
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// wiring, to 112 for the PWA install feature, to 113 for the offline-mode wiring, then to 114 for
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// the offline auto-detect: the cold-start reachability check and the "no connection" dialog live in
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// the boot path (app.svelte.ts / the App shell), which cannot be lazy-loaded. The heavy parts — the
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// dict loader, the move generator and the preload orchestration — still stay in lazy chunks. Scoped
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// CSS lands in the CSS chunk, not this JS budget.
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const BUDGET = { app: 114, shared: 30, landing: 5 };
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// wiring, to 112 for the PWA install feature, to 113 for the offline-mode wiring, to 114 for
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// the offline auto-detect (the cold-start reachability check and the "no connection" dialog live in
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// the boot path), then to 115 for the vs_ai idle-hint gate — its monotonic clock, lock badge and
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// countdown toast live in the always-loaded game screen (Game.svelte). The heavy parts — the dict
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// loader, the move generator and the preload orchestration — still stay in lazy chunks. Scoped CSS
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// lands in the CSS chunk, not this JS budget.
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const BUDGET = { app: 115, shared: 30, landing: 5 };
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// gzipped returns the gzipped byte size of a built asset, or 0 when the reference is not a
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// local file (e.g. the Telegram SDK loaded from a CDN) or is missing.
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+55
-11
@@ -23,7 +23,7 @@
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import { centre, premiumGrid } from '../lib/premiums';
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import { variantNameKey, usesStarBlank, BLANK_STAR } from '../lib/variants';
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import { alphabetLetters, hasAlphabet } from '../lib/alphabet';
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import { hintsLeft } from '../lib/hints';
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import { hintsLeft, hintGateRemainingMs, hintLockMinutes } from '../lib/hints';
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import { downloadUrl, shareOrDownloadGcg, shareUrlAsFile } from '../lib/share';
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import { insideVK, vkAndroidWebView, vkCopyText, vkDownloadFile, vkPlatform, vkShowImages } from '../lib/vk';
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import { getCachedGame, setCachedGame, setCachedDraft, type CachedGame } from '../lib/gamecache';
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@@ -167,6 +167,22 @@
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// wallet from the profile (not the per-game view snapshot) keeps it correct after a wallet
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// hint was spent in another game (see lib/hints).
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const hintCount = $derived(hintsLeft(view, app.profile?.hintBalance ?? 0));
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// A vs_ai game's hint is unlimited and wallet-free, but idle-gated (an anti-frustration aid: it
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// unlocks only after the player has been stuck ~30 min on a turn). The unlock is a persisted
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// wall-clock instant carried on the game view (`hintUnlockAtMs`, stamped by the source off the
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// robot's reply and kept fresh by the move delta), so the wait survives leaving and reopening the
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// app. It is sanitised on read (source + lib/hints cap it at now + the window) so a device clock
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// set BACK cannot freeze the gate; a clock set forward just opens the hint early, harmless for a
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// solo game. `now` ticks so the 🔒 lifts live at the mark. 0 = open (the human's first move).
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let now = $state(Date.now());
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const hintUnlockAt = $derived(view?.game.vsAi ? (view.hintUnlockAtMs ?? 0) : 0);
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const hintRemaining = $derived(hintGateRemainingMs(hintUnlockAt, now));
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const hintGated = $derived(hintRemaining > 0);
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$effect(() => {
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if (!view?.game.vsAi) return;
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const iv = setInterval(() => (now = Date.now()), 10_000);
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return () => clearInterval(iv);
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});
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// RACK_SIZE mirrors the engine's rules.RackSize (7 for every current variant). The exchange
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// gate is only a UX guard: the backend stays the source of truth and rejects an under-supplied
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// exchange regardless (engine rejects when bag.Len() < rules.RackSize).
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@@ -329,7 +345,7 @@
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// While composing, reload so a draft overlapping the new move is reconciled; otherwise apply
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// the move as a delta with no fetch.
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if (placement.pending.length > 0) void load();
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else applyDelta(applyMoveDelta(cacheSnapshot(), { move: e.move, game: e.game, bagLen: e.bagLen }));
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else applyDelta(applyMoveDelta(cacheSnapshot(), { move: e.move, game: e.game, bagLen: e.bagLen, hintUnlockAtMs: e.hintUnlockAtMs }));
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} else if (e.kind === 'your_turn' && e.gameId === id) {
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// The opponent_moved delta carries the new state; your_turn only confirms the turn. Refetch
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// only if we missed the move (our cached count trails the event's).
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@@ -854,6 +870,15 @@
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}
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}
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async function doHint() {
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// vs_ai: the idle gate replaces the wallet. While it is still closed, a tap only explains when the
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// hint unlocks (no wallet is ever spent) — matching the 🔒 badge. Measured fresh at tap time.
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if (view?.game.vsAi) {
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const remaining = hintGateRemainingMs(hintUnlockAt, Date.now());
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if (remaining > 0) {
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showToast(t('game.hintLockedIn', { n: hintLockMinutes(remaining) }), 'info');
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return;
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}
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}
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try {
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const h = await source.hint(id);
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if (h.move.tiles.length && view) {
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@@ -1496,15 +1521,25 @@
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<button class="tab" disabled={busy || !isMyTurn || !netReady} onclick={openExchange}>
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<span class="sq" data-coach="game-turn">🔄</span><span class="lbl">{t('game.draw')}</span>
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</button>
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<TapConfirm
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triggerClass="tab"
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label={t('game.hint')}
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disabled={busy || !isMyTurn || !netReady || hintCount <= 0}
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onconfirm={doHint}
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>
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<span class="sq" data-coach="game-hints">🛟{#if hintCount > 0}<span class="badge">{hintCount}</span>{/if}</span>
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<span class="lbl">{t('game.hint')}</span>
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</TapConfirm>
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{#if view?.game.vsAi}
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<!-- vs_ai hints are unlimited and wallet-free, so no confirm and no count. A 🔒 badge marks the
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idle gate while it is closed; tapping then only explains when it opens (doHint), and the lock
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lifts live at the unlock moment. -->
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<button class="tab" disabled={busy || !isMyTurn || !netReady} onclick={doHint}>
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<span class="sq" data-coach="game-hints">🛟{#if hintGated}<span class="lock" aria-hidden="true">🔒</span>{/if}</span>
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<span class="lbl">{t('game.hint')}</span>
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</button>
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{:else}
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<TapConfirm
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triggerClass="tab"
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label={t('game.hint')}
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disabled={busy || !isMyTurn || !netReady || hintCount <= 0}
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onconfirm={doHint}
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>
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<span class="sq" data-coach="game-hints">🛟{#if hintCount > 0}<span class="badge">{hintCount}</span>{/if}</span>
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<span class="lbl">{t('game.hint')}</span>
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</TapConfirm>
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{/if}
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{#if placement.pending.length > 0}
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<button class="tab" disabled={busy} onclick={resetPlacement}>
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<span class="sq">↩️</span><span class="lbl">{t('game.reset')}</span>
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@@ -2052,4 +2087,13 @@
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.scoreboard.flat {
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cursor: default;
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}
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/* The vs_ai hint's idle lock: a small 🔒 at the icon-square corner (the .sq is positioned by the
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shared TabBar rule). No count pill — the hint is unlimited; the lock alone marks the gate. */
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.sq .lock {
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position: absolute;
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top: -4px;
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right: -4px;
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font-size: 0.62rem;
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line-height: 1;
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}
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</style>
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+10
-2
@@ -11,6 +11,9 @@ export interface MoveDelta {
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move?: MoveRecord;
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game?: GameView;
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bagLen: number;
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/** For a vs_ai game, the refreshed idle-hint unlock instant (the robot's reply re-arms the gate),
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* so the cached view stays current without a refetch; absent leaves the prior value. */
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hintUnlockAtMs?: number;
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}
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/**
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@@ -50,7 +53,12 @@ export function applyMoveDelta(cached: CachedGame | undefined, d: MoveDelta): De
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if (next > have + 1) return { refetch: true }; // a gap — an intermediate move was missed
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// The actor's own move changed their rack (a draw), which opponent_moved does not carry.
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if (d.move.player === cached.view.seat) return { refetch: true };
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const view: StateView = { ...cached.view, game: d.game, bagLen: d.bagLen };
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const view: StateView = {
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...cached.view,
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game: d.game,
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bagLen: d.bagLen,
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hintUnlockAtMs: d.hintUnlockAtMs ?? cached.view.hintUnlockAtMs,
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};
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return { cache: { view, moves: [...cached.moves, d.move] }, refetch: false };
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}
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@@ -79,7 +87,7 @@ export function applyGameOver(cached: CachedGame | undefined, game: GameView | u
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*/
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export function advanceCached(cached: CachedGame | undefined, e: PushEvent): CachedGame | undefined {
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if (e.kind === 'opponent_moved') {
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return applyMoveDelta(cached, { move: e.move, game: e.game, bagLen: e.bagLen }).cache;
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return applyMoveDelta(cached, { move: e.move, game: e.game, bagLen: e.bagLen, hintUnlockAtMs: e.hintUnlockAtMs }).cache;
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}
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if (e.kind === 'game_over') return applyGameOver(cached, e.game).cache;
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if (e.kind === 'opponent_joined' && e.state) return applyOpponentJoined(cached, e.state);
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@@ -1,5 +1,5 @@
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import { describe, expect, it } from 'vitest';
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import { hintsLeft } from './hints';
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import { hintsLeft, hintGateRemainingMs, hintLockMinutes } from './hints';
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// view carries only the two fields hintsLeft reads.
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const view = (hintsRemaining: number, walletBalance: number) => ({ hintsRemaining, walletBalance });
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@@ -30,3 +30,38 @@ describe('hintsLeft', () => {
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expect(hintsLeft(view(1, 0), -5)).toBe(1);
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});
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});
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describe('hintGateRemainingMs (the vs_ai idle-hint gate)', () => {
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it('is 0 when the gate is open — no unlock time (the human first move, or a non-gated game)', () => {
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expect(hintGateRemainingMs(undefined, 5000, 1000)).toBe(0);
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expect(hintGateRemainingMs(0, 5000, 1000)).toBe(0);
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});
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it('is 0 once the unlock instant has passed (the gate is open)', () => {
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expect(hintGateRemainingMs(1000, 1000, 1000)).toBe(0);
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expect(hintGateRemainingMs(1000, 1500, 1000)).toBe(0);
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});
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it('is the wall-clock time remaining while still gated', () => {
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expect(hintGateRemainingMs(1000, 400, 1000)).toBe(600);
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});
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it('clamps to the window, so a clock set back cannot freeze the gate above the window', () => {
|
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// now shoved far into the past (device clock moved back): the raw remaining would exceed the
|
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// window, but the cap keeps it at the window so the wait stays bounded and self-heals.
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expect(hintGateRemainingMs(1000, -100_000, 1000)).toBe(1000);
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});
|
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});
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|
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describe('hintLockMinutes (the toast N, rounded up)', () => {
|
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it('rounds up to whole minutes, so a still-closed gate never reads 0', () => {
|
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expect(hintLockMinutes(1)).toBe(1);
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expect(hintLockMinutes(60_000)).toBe(1);
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expect(hintLockMinutes(61_000)).toBe(2);
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expect(hintLockMinutes(29 * 60_000)).toBe(29);
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});
|
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it('is 0 when nothing remains', () => {
|
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expect(hintLockMinutes(0)).toBe(0);
|
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});
|
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});
|
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|
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@@ -24,3 +24,33 @@ export function hintsLeft(
|
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const allowance = Math.max(0, view.hintsRemaining - view.walletBalance);
|
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return allowance + Math.max(0, walletBalance);
|
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}
|
||||
|
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/** HINT_GATE_MS is the idle time a vs_ai player must be stuck on a turn before a hint unlocks. */
|
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export const HINT_GATE_MS = 30 * 60 * 1000;
|
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|
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/**
|
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* hintGateRemainingMs returns how long (in milliseconds) until a vs_ai game's idle hint unlocks — 0
|
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* once it is available. hintUnlockAtMs is the wall-clock instant the hint opens (the robot's last
|
||||
* move plus the idle window), persisted so the wait survives leaving and reopening the app; 0 or
|
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* undefined means the gate is open (the human's first move, or a non-gated game).
|
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*
|
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* The result is CLAMPED to the window. A wall-clock timestamp is the only way to carry idle time
|
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* across an app relaunch, but a device clock the player changes (or an auto-sync) could push the
|
||||
* unlock far into the future and freeze the gate; capping the remaining at the window means the wait
|
||||
* is never longer than intended and self-heals (the caller re-reads a sanitised value on load). A
|
||||
* clock moved forward simply opens the hint early — harmless for this solo anti-frustration aid.
|
||||
*/
|
||||
export function hintGateRemainingMs(
|
||||
hintUnlockAtMs: number | undefined,
|
||||
nowMs: number,
|
||||
gateMs: number = HINT_GATE_MS,
|
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): number {
|
||||
if (!hintUnlockAtMs) return 0;
|
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return Math.min(gateMs, Math.max(0, hintUnlockAtMs - nowMs));
|
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}
|
||||
|
||||
/** hintLockMinutes rounds a remaining-milliseconds gap up to whole minutes for the "available in N
|
||||
* min." toast, so a gate that is still closed never reads 0. */
|
||||
export function hintLockMinutes(remainingMs: number): number {
|
||||
return Math.ceil(remainingMs / 60000);
|
||||
}
|
||||
|
||||
@@ -99,6 +99,7 @@ export const en = {
|
||||
'game.draw': 'Exchange/Pass',
|
||||
'game.shuffle': 'Shuffle',
|
||||
'game.hint': 'Hint',
|
||||
'game.hintLockedIn': 'Available in {n} min.',
|
||||
'game.chat': 'Chat',
|
||||
'game.checkWord': 'Check word',
|
||||
'game.dictionary': 'Dictionary',
|
||||
|
||||
@@ -99,6 +99,7 @@ export const ru: Record<MessageKey, string> = {
|
||||
'game.draw': 'Обмен/Пас',
|
||||
'game.shuffle': 'Перемешать',
|
||||
'game.hint': 'Подсказка',
|
||||
'game.hintLockedIn': 'Будет доступно через {n} мин.',
|
||||
'game.chat': 'Чат',
|
||||
'game.checkWord': 'Проверить слово',
|
||||
'game.dictionary': 'Словарь',
|
||||
|
||||
@@ -46,7 +46,7 @@ function makeGame(seed: bigint): LocalGame {
|
||||
return new LocalGame({ variant: 'scrabble_en', version: 'sample', seed, players: 2, dawg, multipleWords: true });
|
||||
}
|
||||
|
||||
const meta = { id: 'g1', seats, createdAtUnix: 1, updatedAtUnix: 2, robotLastMoveAtUnix: 3 };
|
||||
const meta = { id: 'g1', seats, createdAtUnix: 1, updatedAtUnix: 2, hintUnlockAtMs: 0 };
|
||||
|
||||
describe('local game serialize + replay', () => {
|
||||
it('reconstructs a mid-game position by replay', () => {
|
||||
|
||||
@@ -38,8 +38,11 @@ export interface LocalGameRecord {
|
||||
status: 'active' | 'finished';
|
||||
createdAtUnix: number;
|
||||
updatedAtUnix: number;
|
||||
/** Unix seconds of the robot's most recent move — the local hint gate (>30 min) reads this. */
|
||||
robotLastMoveAtUnix: number;
|
||||
/** Wall-clock ms at which the vs_ai idle hint unlocks (the robot's last move + the window), or 0
|
||||
* while open (no robot move yet). Persisted so the wait survives leaving and reopening the app;
|
||||
* read through a sanitiser (cap at now + window) so a device clock set back cannot freeze it —
|
||||
* see lib/hints. */
|
||||
hintUnlockAtMs: number;
|
||||
}
|
||||
|
||||
/** The record fields the caller owns (the engine supplies the rest). */
|
||||
@@ -48,7 +51,7 @@ export interface RecordMeta {
|
||||
seats: Seat[];
|
||||
createdAtUnix: number;
|
||||
updatedAtUnix: number;
|
||||
robotLastMoveAtUnix: number;
|
||||
hintUnlockAtMs: number;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -70,7 +73,7 @@ export function serializeGame(game: LocalGame, meta: RecordMeta): LocalGameRecor
|
||||
status: game.isOver ? 'finished' : 'active',
|
||||
createdAtUnix: meta.createdAtUnix,
|
||||
updatedAtUnix: meta.updatedAtUnix,
|
||||
robotLastMoveAtUnix: meta.robotLastMoveAtUnix,
|
||||
hintUnlockAtMs: meta.hintUnlockAtMs,
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -72,9 +72,15 @@ describe('LocalSource', () => {
|
||||
expect(events.some((e) => e.kind === 'opponent_moved')).toBe(true);
|
||||
});
|
||||
|
||||
it('gates the hint until 30 minutes since the robot last moved', async () => {
|
||||
it('does not wall-clock-gate the hint (the idle gate is client-side and monotonic)', async () => {
|
||||
const src = await newSource('local:g3', 7n);
|
||||
await expect(src.hint('local:g3')).rejects.toMatchObject({ code: 'hint_not_ready' });
|
||||
// hint() serves the engine's top move (or no_hint when the tiny sample dictionary has none for
|
||||
// this rack), but never the old timestamp gate 'hint_not_ready' — that moved to the client
|
||||
// (lib/hints, measured with performance.now()) so a device clock change cannot defeat it.
|
||||
await src.hint('local:g3').then(
|
||||
(h) => expect(h.move).toBeDefined(),
|
||||
(e) => expect((e as { code: string }).code).toBe('no_hint'),
|
||||
);
|
||||
});
|
||||
|
||||
it('records decoded moves in the history', async () => {
|
||||
|
||||
@@ -14,6 +14,7 @@ import { getLocalGame, saveLocalGame, listLocalGames, deleteLocalGame } from './
|
||||
import { RULESETS } from './ruleset';
|
||||
import { getDawg } from '../dict';
|
||||
import { setAlphabet, hasAlphabet } from '../alphabet';
|
||||
import { HINT_GATE_MS } from '../hints';
|
||||
import { LOCAL_ID_PREFIX, isLocalGameId } from './id';
|
||||
import { decide } from '../robot/strategy';
|
||||
import { GatewayError, type PlacedTile } from '../client';
|
||||
@@ -35,9 +36,6 @@ import type { Move } from '../dict/validate';
|
||||
|
||||
export { LOCAL_ID_PREFIX, isLocalGameId };
|
||||
|
||||
/** HINT_GATE_MS is the idle time since the robot's last move before an offline hint unlocks. */
|
||||
export const HINT_GATE_MS = 30 * 60 * 1000;
|
||||
|
||||
/**
|
||||
* GameLoopSource is the subset of GatewayClient the game screen calls to run a game. The real
|
||||
* gateway satisfies it structurally; the local source implements it for offline play.
|
||||
@@ -124,7 +122,7 @@ export class LocalSource implements GameLoopSource {
|
||||
seats: opts.seats.map((s) => ({ kind: s.kind, name: s.name, accountId: s.accountId })),
|
||||
createdAtUnix: now,
|
||||
updatedAtUnix: now,
|
||||
robotLastMoveAtUnix: now,
|
||||
hintUnlockAtMs: 0, // no robot move yet: a human-first opening's hint is open at once
|
||||
});
|
||||
const entry: Live = { game, record };
|
||||
this.live.set(opts.id, entry);
|
||||
@@ -192,10 +190,10 @@ export class LocalSource implements GameLoopSource {
|
||||
}
|
||||
|
||||
async hint(gameId: string): Promise<HintResult> {
|
||||
// The idle gate is enforced client-side with a monotonic clock (see Game.svelte / lib/hints):
|
||||
// a wall-clock timestamp here could be defeated by changing the device clock. This just serves
|
||||
// the engine's top-ranked move; the client only calls it once the gate is open.
|
||||
const entry = await this.load(gameId);
|
||||
if (nowUnix() * 1000 - entry.record.robotLastMoveAtUnix * 1000 < HINT_GATE_MS) {
|
||||
throw new GatewayError('hint_not_ready');
|
||||
}
|
||||
const top = this.topMove(entry.game);
|
||||
if (!top) throw new GatewayError('no_hint');
|
||||
return { move: this.moveFromGen(entry.record.variant, entry.game.currentPlayer, top), hintsRemaining: 1, walletBalance: 0 };
|
||||
@@ -281,17 +279,21 @@ export class LocalSource implements GameLoopSource {
|
||||
if (dec.kind === 'play') out.push(g.play(dec.move.dir, dec.move.tiles));
|
||||
else if (dec.kind === 'exchange' && g.bagLength >= RULESETS[entry.record.variant].rackSize) out.push(g.exchange(dec.exchange));
|
||||
else out.push(g.pass());
|
||||
entry.record.robotLastMoveAtUnix = nowUnix();
|
||||
}
|
||||
// Arm the idle hint gate from the robot's reply: a wall-clock unlock time, persisted so the wait
|
||||
// survives a relaunch. Read back through a sanitiser (lib/hints / stateView) so a clock set back
|
||||
// cannot freeze it.
|
||||
if (out.length > 0) entry.record.hintUnlockAtMs = Date.now() + HINT_GATE_MS;
|
||||
return out;
|
||||
}
|
||||
|
||||
private emitRobot(entry: Live, moves: LocalMove[]): void {
|
||||
const set = this.listeners.get(entry.record.id);
|
||||
if (!set) return;
|
||||
const hintUnlockAtMs = this.hintUnlock(entry);
|
||||
for (const m of moves) {
|
||||
const game = this.gameView(entry);
|
||||
const ev: PushEvent = { kind: 'opponent_moved', gameId: entry.record.id, move: this.moveRecord(entry.record.variant, m), game, bagLen: entry.game.bagLength };
|
||||
const ev: PushEvent = { kind: 'opponent_moved', gameId: entry.record.id, move: this.moveRecord(entry.record.variant, m), game, bagLen: entry.game.bagLength, hintUnlockAtMs };
|
||||
for (const cb of set) cb(ev);
|
||||
}
|
||||
if (entry.game.isOver) {
|
||||
@@ -307,7 +309,7 @@ export class LocalSource implements GameLoopSource {
|
||||
seats: entry.record.seats,
|
||||
createdAtUnix: entry.record.createdAtUnix,
|
||||
updatedAtUnix: nowUnix(),
|
||||
robotLastMoveAtUnix: entry.record.robotLastMoveAtUnix,
|
||||
hintUnlockAtMs: entry.record.hintUnlockAtMs,
|
||||
});
|
||||
await saveLocalGame(entry.record);
|
||||
}
|
||||
@@ -340,10 +342,25 @@ export class LocalSource implements GameLoopSource {
|
||||
|
||||
// --- shape builders --------------------------------------------------------
|
||||
|
||||
// The vs_ai idle-hint unlock instant, sanitised on read: capped at now + the window so a device
|
||||
// clock set back cannot push it far ahead and freeze the gate (the client counts down from here).
|
||||
// 0 while open (a human-first opening, no robot move yet).
|
||||
private hintUnlock(entry: Live): number {
|
||||
return entry.record.hintUnlockAtMs ? Math.min(entry.record.hintUnlockAtMs, Date.now() + HINT_GATE_MS) : 0;
|
||||
}
|
||||
|
||||
private stateView(entry: Live): StateView {
|
||||
const seat = this.humanSeat(entry);
|
||||
const rack = entry.game.handOf(seat).map((t) => indexToLetter(entry.record.variant, t));
|
||||
return { game: this.gameView(entry), seat, rack, bagLen: entry.game.bagLength, hintsRemaining: 1, walletBalance: 0 };
|
||||
return {
|
||||
game: this.gameView(entry),
|
||||
seat,
|
||||
rack,
|
||||
bagLen: entry.game.bagLength,
|
||||
hintsRemaining: 1,
|
||||
walletBalance: 0,
|
||||
hintUnlockAtMs: this.hintUnlock(entry),
|
||||
};
|
||||
}
|
||||
|
||||
// Offline there is no server to send the per-variant alphabet table (letters + tile values) the
|
||||
|
||||
+5
-1
@@ -82,6 +82,10 @@ export interface StateView {
|
||||
bagLen: number;
|
||||
hintsRemaining: number;
|
||||
walletBalance: number;
|
||||
/** For a vs_ai game, the wall-clock ms at which the idle hint unlocks — persisted so the wait
|
||||
* survives a relaunch, and sanitised on read so a device clock set back cannot freeze it — or
|
||||
* 0/undefined while open (the human's first move, or a non-vs_ai game). See lib/hints. */
|
||||
hintUnlockAtMs?: number;
|
||||
}
|
||||
|
||||
export interface MoveResult {
|
||||
@@ -421,7 +425,7 @@ export interface GameList {
|
||||
*/
|
||||
export type PushEvent =
|
||||
| { kind: 'your_turn'; gameId: string; deadlineUnix: number; opponentName: string; moveCount: number }
|
||||
| { kind: 'opponent_moved'; gameId: string; move?: MoveRecord; game?: GameView; bagLen: number }
|
||||
| { kind: 'opponent_moved'; gameId: string; move?: MoveRecord; game?: GameView; bagLen: number; hintUnlockAtMs?: number }
|
||||
| { kind: 'game_over'; gameId: string; result: string; scoreLine: string; game?: GameView }
|
||||
| { kind: 'chat_message'; message: ChatMessage }
|
||||
| { kind: 'nudge'; gameId: string; fromUserId: string; senderName: string }
|
||||
|
||||
Reference in New Issue
Block a user