Release v1.14.0 — monetization launch (E5-E8) #237
@@ -48,6 +48,33 @@ test('placing a tile and confirming via ✅ commits the move', async ({ page })
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await expect(page.locator('.make')).toBeHidden();
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await expect(page.locator('.make')).toBeHidden();
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});
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});
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// Regression: taking a hint must NOT fire the post-move interstitial. Firing on the hint interrupted
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// placing the preview and reverted the board on the ad's close while the hint stayed spent (the
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// reported bug). In mock mode the ad stub shows an "ad fired" toast, standing in for a real VK ad.
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test('taking a hint does not fire the interstitial', async ({ page }) => {
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await openGame(page);
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// Take a hint (the control confirms on a second tap). It produces a legal preview, so the ✅
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// control appears — proof the hint fired.
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const hint = page.getByRole('button', { name: 'Hint' });
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await hint.click();
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await hint.click();
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await expect(page.locator('.make')).toBeVisible();
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// A spurious ad would have toasted by now; none may.
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await page.waitForTimeout(400);
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await expect(page.getByText('ad fired')).toHaveCount(0);
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});
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// The interstitial fires once the move is CONFIRMED (never on the hint / pass / exchange / resign).
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test('confirming a move fires the interstitial', async ({ page }) => {
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await openGame(page);
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await page.locator('.rack .tile').first().click();
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await page.locator('[data-cell]:not(.filled)').nth(30).click();
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await expect(page.locator('[data-cell].pending')).toHaveCount(1);
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await page.locator('.make').click();
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await expect(page.getByText('ad fired')).toBeVisible();
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});
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test('a placed tile is saved as a draft and restored on reopening the game', async ({ page }) => {
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test('a placed tile is saved as a draft and restored on reopening the game', async ({ page }) => {
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await openGame(page);
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await openGame(page);
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await page.locator('.rack .tile').first().click();
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await page.locator('.rack .tile').first().click();
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+15
-6
@@ -94,6 +94,11 @@
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let exchangeOpen = $state(false);
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let exchangeOpen = $state(false);
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let exchangeSel = $state<number[]>([]);
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let exchangeSel = $state<number[]>([]);
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let resignOpen = $state(false);
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let resignOpen = $state(false);
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// hintUsedThisTurn marks that a hint was applied on the current turn, so a confirmed play earns
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// the hint-kind interstitial (its own 1-min cooldown) instead of the plain move one. Set in
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// doHint when the hint's tiles land, read in commit, and cleared on any turn boundary
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// (applyMoveResult) so a hint-then-pass does not leak into the next turn's move.
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let hintUsedThisTurn = $state(false);
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let drag = $state<{ letter: string; blank: boolean; x: number; y: number; touch: boolean } | null>(null);
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let drag = $state<{ letter: string; blank: boolean; x: number; y: number; touch: boolean } | null>(null);
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// Landscape (wide) layout: when the viewport is wider than tall the game switches to a
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// Landscape (wide) layout: when the viewport is wider than tall the game switches to a
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// two-column layout — the board fills the right side as a square fitted to the height (no
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// two-column layout — the board fills the right side as a square fitted to the height (no
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@@ -820,6 +825,9 @@
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// applyMoveResult renders the actor's own just-committed move from the response — the move, the
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// applyMoveResult renders the actor's own just-committed move from the response — the move, the
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// post-move game and the refilled rack — without a follow-up game.state + game.history.
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// post-move game and the refilled rack — without a follow-up game.state + game.history.
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function applyMoveResult(r: MoveResult) {
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function applyMoveResult(r: MoveResult) {
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// A turn boundary (play / pass / exchange / resign): clear the hint marker so it never leaks
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// into the next turn. commit captures it before this runs.
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hintUsedThisTurn = false;
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view = {
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view = {
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game: r.game,
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game: r.game,
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seat: r.move.player,
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seat: r.move.player,
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@@ -942,6 +950,9 @@
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const sub = toSubmit(placement);
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const sub = toSubmit(placement);
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if (!sub) return;
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if (!sub) return;
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busy = true;
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busy = true;
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// Capture the hint marker before applyMoveResult clears it: a move played off a hint earns the
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// hint-kind interstitial (own cooldown), a plain move the move-kind one.
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const usedHint = hintUsedThisTurn;
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try {
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try {
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applyMoveResult(await source.submitPlay(id, sub.tiles, variant));
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applyMoveResult(await source.submitPlay(id, sub.tiles, variant));
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if (view?.game.hotseat) await advanceHotseat();
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if (view?.game.hotseat) await advanceHotseat();
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@@ -949,7 +960,7 @@
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zoomed = false;
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zoomed = false;
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// A confirmed move may trigger a post-move interstitial (VK, frequency-gated, client-mirrored).
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// A confirmed move may trigger a post-move interstitial (VK, frequency-gated, client-mirrored).
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// Only submitPlay earns one — never a pass / exchange / resign. Fire-and-forget.
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// Only submitPlay earns one — never a pass / exchange / resign. Fire-and-forget.
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void maybeShowInterstitial(app.profile?.ads, 'move', {
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void maybeShowInterstitial(app.profile?.ads, usedHint ? 'hint' : 'move', {
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vsAi: !!view?.game.vsAi,
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vsAi: !!view?.game.vsAi,
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online: connection.online && !offlineMode.active,
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online: connection.online && !offlineMode.active,
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});
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});
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@@ -1014,13 +1025,11 @@
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}
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}
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try {
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try {
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const h = await source.hint(id);
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const h = await source.hint(id);
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// Applying a hint triggers its own post-move interstitial, independent of the move cooldown.
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void maybeShowInterstitial(app.profile?.ads, 'hint', {
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vsAi: !!view?.game.vsAi,
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online: connection.online && !offlineMode.active,
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});
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if (h.move.tiles.length && view) {
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if (h.move.tiles.length && view) {
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placement = placementFromHint(h.move.tiles, view.rack);
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placement = placementFromHint(h.move.tiles, view.rack);
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// Mark the turn as hinted: the interstitial fires when the player CONFIRMS the move (commit),
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// not now — showing it here would interrupt placing the preview and revert the board on close.
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hintUsedThisTurn = true;
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// Scroll the (zoomed) board to the hint's placement rather than the top-left:
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// Scroll the (zoomed) board to the hint's placement rather than the top-left:
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// focus the centre of the laid tiles' bounding box.
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// focus the centre of the laid tiles' bounding box.
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const p = placement.pending;
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const p = placement.pending;
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