feat(ui): explicit offline state inside an online game (+ offline word check) #260
+11
-4
@@ -118,10 +118,17 @@ dropped). Horizontal scaling is explicit future work.
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one whose response was lost — its button is disabled while offline and re-issued on reconnect). A
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reachability watcher (a lightweight `profile.get` probe; a session-less native guest reconciles a
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server guest instead — that reconcile IS the probe) drives recovery, and the live `Subscribe` stream's
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drop/recovery feeds the same machine. **Telegram/VK are exempt** — always online: they are never fed an
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offline signal, and `offlineMode.active` is additionally hard-gated on `offlineCapable()` (false in
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those mini-apps), so nothing — not even a version lock — puts them in offline mode: no blue chrome, no
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local lobby, no transport kill switch and no device-local create paths.
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drop/recovery feeds the same machine. **Telegram/VK are exempt from the offline-*play* model** —
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`offlineMode.active` is hard-gated on `offlineCapable()` (false in those mini-apps), so nothing — not
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even a version lock — puts them in offline mode: no blue chrome, no local lobby, no transport kill
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switch and no device-local create paths. The machine still tracks reachability there, though: a
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connection lost **inside an online game** is surfaced on **every platform**, driven off the machine's
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confirmed-offline state (`netState.offline`, not `offlineMode.active`) — the game screen shows a
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*connection lost* banner and **freezes** the tray, the move controls, the add-friend/block controls and
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the chat/dictionary entry (a started move stays a draft, re-committed by the player on reconnect), and
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the word-check tool falls back to the game's pinned on-device dictionary (`ui/src/lib/dict/check.ts`,
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exact when that dawg is cached, else *unavailable*) with its network-only complaint and external
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look-up hidden.
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**Edge hardening:** every request body on the public listener is capped at
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`GATEWAY_MAX_BODY_BYTES` (default 1 MiB — far above any legitimate payload), both at the HTTP
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layer (`http.MaxBytesReader`) and as the Connect per-message read limit, so an oversized
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+14
-1
@@ -229,7 +229,10 @@ brief warm-up shows on the first open otherwise — and falls back to the server
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local dictionary is unavailable. The dictionary check tool is
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unlimited and offers a complaint on any result; for a word it finds, it also links out to an
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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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English) to look it up. While offline in an online game the check runs against the game's own
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dictionary on the device — the same verdict as the server when that dictionary is available,
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otherwise it reads *unavailable offline* — and the complaint and the external look-up, which both
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need the network, are hidden. 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. 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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@@ -322,6 +325,16 @@ offline on its own, and restoring the network returns it online by itself. There
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switch to remember: a brief drop is ridden out quietly and only a sustained loss turns the chrome
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offline, so you are never interrupted for a hiccup.
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**Losing the connection while inside an online game** is surfaced on **every platform, including the
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Telegram/VK mini-apps** — unlike the offline-play mode above, which is web/native only — because an
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online game needs the server for every move. A slim *connection lost* banner appears at the top of the
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board and the play area **freezes**: the rack, the move controls, the add-friend/block controls and the
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chat/dictionary entry all disable, while a move you had started stays on the board as a draft. Nothing
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is sent; when the connection returns the banner clears, the controls come back and you commit the move
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yourself. If you were already in the chat or the dictionary when the drop happened you stay there — chat
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becomes read-only (send and nudge disable) and the dictionary keeps checking words against the game's
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on-device dictionary.
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### Staying up to date
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When a new client version is required, the app does not lock you out. On the **native** app a
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too-old build shows a notice with **Update** (opens the store) and **Play offline** (dismiss and keep
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+12
-1
@@ -236,7 +236,9 @@ e-mail) либо ввод фразы. Активные игры форфейтя
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короткий прогрев, — и уходит на сервер, если локальный словарь недоступен. Инструмент проверки слова безлимитный и
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предлагает пожаловаться на любой результат; для найденного слова он также даёт ссылку на
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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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чтобы его посмотреть. В офлайне в онлайн-партии проверка идёт по собственному словарю партии на
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устройстве — тот же вердикт, что и на сервере, если этот словарь доступен, иначе показывается
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*недоступно офлайн*, — а жалоба и внешняя ссылка, которым нужна сеть, скрываются. 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. Против робота
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(**vs_ai**) подсказки, наоборот, **безлимитны и без кошелька**, но с idle-гейтом как
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@@ -327,6 +329,15 @@ e-mail) либо ввод фразы. Активные игры форфейтя
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кратковременный сбой пережидается тихо, и только устойчивая потеря переводит интерфейс в офлайн, так что
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вас не прерывают из-за короткой икоты.
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**Потеря связи внутри онлайн-партии** показывается на **всех платформах, включая мини-приложения
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Telegram/VK** — в отличие от офлайн-режима игры выше, который только для веба и нативного приложения, —
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потому что онлайн-партии сервер нужен на каждый ход. Сверху доски появляется тонкий баннер *связь
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потеряна*, и игровая область **замораживается**: рэк, ходовые кнопки, кнопки «в друзья»/«заблокировать»
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и вход в чат/словарь отключаются, а начатый ход остаётся на доске черновиком. Ничего не отправляется;
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когда связь возвращается, баннер исчезает, кнопки оживают, и ход отправляешь ты сам. Если связь упала,
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когда ты уже был в чате или словаре, ты там и остаёшься — чат становится «только для чтения» (отправка
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и nudge отключаются), а словарь продолжает проверять слова по словарю партии на устройстве.
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### Актуальная версия
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Когда требуется новая версия клиента, приложение не блокирует вас наглухо. В **нативном** приложении
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слишком старая сборка показывает уведомление с **Обновить** (открывает магазин) и **Играть офлайн**
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@@ -39,3 +39,38 @@ test('in-game UX: turn strip, bag badge + table footer, staged-play highlight an
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await expect(page.locator('.scorebadge')).toBeVisible();
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await expect(page.locator('.make')).toBeVisible();
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});
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test('online game offline: banner shows, the tray and comms entry freeze, and it thaws on recovery', async ({ page }) => {
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await page.goto('/');
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await page.getByRole('button', { name: /guest/i }).click();
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await page.getByRole('button', { name: /🎲/ }).click();
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await page.getByRole('button', { name: 'Random player' }).click();
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await page.locator('.variant').first().click();
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await page.getByRole('button', { name: /Start game/i }).click();
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await page.evaluate(() => (window as unknown as { __mock: { joinOpponent(): void } }).__mock.joinOpponent());
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await expect(page.getByText('Robo')).toBeVisible();
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// Baseline online: no banner, the tray is interactive, the comms (chat/dictionary) entry is enabled.
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await expect(page.locator('.offline-banner')).toHaveCount(0);
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await expect(page.locator('.rack .tile').first()).toBeEnabled();
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// The connection drops (the net hook rides past the hysteresis straight to offline).
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await page.evaluate(() => (window as unknown as { __net: { offline(): void } }).__net.offline());
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// The explicit "connection lost" banner appears and every rack tile freezes (cannot compose a move).
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await expect(page.locator('.offline-banner')).toBeVisible({ timeout: 15000 });
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const tiles = page.locator('.rack .tile');
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const n = await tiles.count();
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expect(n).toBeGreaterThan(0);
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for (let i = 0; i < n; i++) await expect(tiles.nth(i)).toBeDisabled();
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// The comms entry (💬 — chat + dictionary) is disabled; it lives in the history drawer, so open it.
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await page.locator('.scoreboard').click();
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await expect(page.locator('button:has(.chat-ico)')).toBeDisabled();
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// Recovery: the network returns, the banner clears and the tray is interactive again.
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await page.evaluate(() => (window as unknown as { __net: { online(): void } }).__net.online());
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await expect(page.locator('.offline-banner')).toHaveCount(0, { timeout: 15000 });
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await expect(page.locator('.rack .tile').first()).toBeEnabled();
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await expect(page.locator('button:has(.chat-ico)')).toBeEnabled();
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});
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@@ -2,6 +2,8 @@
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import { onMount } from 'svelte';
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import { gateway } from '../lib/gateway';
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import { gameSource, isLocalGameId } from '../lib/gamesource';
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import { connection } from '../lib/connection.svelte';
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import { localWordCheck } from '../lib/dict/check';
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import { handleError, showToast } from '../lib/app.svelte';
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import { t } from '../lib/i18n/index.svelte';
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import { alphabetLetters } from '../lib/alphabet';
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@@ -14,8 +16,12 @@
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let { id }: { id: string } = $props();
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let variant = $state<Variant>('scrabble_en');
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let dictVersion = $state('');
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let word = $state('');
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let result = $state<{ word: string; legal: boolean } | null>(null);
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// unavailable is set when an offline check cannot run because the game's pinned dictionary is not
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// on the device (not cached/bundled); the panel then shows a neutral "offline" note.
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let unavailable = $state(false);
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let cooling = $state(false);
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const checked = new Map<string, boolean>();
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@@ -26,6 +32,7 @@
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// network.
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const st = await gameSource(id).gameState(id, true);
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variant = st.game.variant;
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dictVersion = st.game.dictVersion;
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} catch (e) {
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handleError(e);
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}
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@@ -33,6 +40,7 @@
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function onInput(e: Event) {
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word = sanitizeCheckWord((e.target as HTMLInputElement).value, alphabetLetters(variant));
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unavailable = false;
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}
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// Disabled while cooling, for an already-checked word, or an out-of-range length.
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function canCheck(): boolean {
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@@ -43,7 +51,22 @@
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const w = word.trim().toUpperCase();
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cooling = true;
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setTimeout(() => (cooling = false), 5000);
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unavailable = false;
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try {
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// Offline in an online game the network check_word would fail, so fall back to the game's own
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// pinned dictionary read on-device: exact when that dawg is cached/bundled, otherwise the check
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// is unavailable. A local game already resolves checkWord on-device, so it keeps that path.
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if (!isLocalGameId(id) && !connection.online) {
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const legal = await localWordCheck(variant, dictVersion, w);
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if (legal === null) {
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result = null;
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unavailable = true;
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return;
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}
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checked.set(w, legal);
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result = { word: w, legal };
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return;
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}
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const r = await gameSource(id).checkWord(id, w, variant);
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checked.set(w, r.legal);
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result = { word: w, legal: r.legal };
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@@ -73,7 +96,9 @@
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/>
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<button onclick={runCheck} disabled={!canCheck()}>{t('game.check')}</button>
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</div>
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{#if result}
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{#if unavailable}
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<p class="verdict">{t('game.checkOffline')}</p>
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{:else if result}
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<p class="verdict" class:ok={result.legal} class:bad={!result.legal}>
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{result.legal
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? t('game.wordLegal', { word: result.word })
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@@ -82,10 +107,10 @@
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<div class="actions">
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<!-- Complaints go to the admin over the network; a local (offline) game has no backend to
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receive them, so the control is dropped there. -->
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{#if !isLocalGameId(id)}
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{#if !isLocalGameId(id) && connection.online}
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<button class="complain" onclick={complain}>{t('game.complain')}</button>
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{/if}
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{#if result.legal}
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{#if result.legal && connection.online}
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<a
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class="lookup"
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href={dictionaryLookupUrl(result.word, variant)}
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+23
-2
@@ -15,6 +15,7 @@
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import { app, handleError, showToast, markChatRead, seedChatUnread } from '../lib/app.svelte';
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import { connection } from '../lib/connection.svelte';
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import { offlineMode } from '../lib/offline.svelte';
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import { netState } from '../lib/netstate.svelte';
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import { maybeShowInterstitial } from '../lib/ads';
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import { GatewayError } from '../lib/client';
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import { t, type MessageKey } from '../lib/i18n/index.svelte';
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@@ -63,6 +64,10 @@
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// disabled while disconnected or in offline mode (which also stops the "something went wrong"
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// toasts a blocked call would otherwise raise).
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const netReady = $derived(isLocalGameId(id) || (connection.online && !offlineMode.active));
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// offlineInGame marks an online game that has lost the connection (confirmed offline, on any
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// platform including Telegram/VK): the play area shows an explicit "connection lost" banner and
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// the tray/actions freeze. It follows netState (not offlineMode, which is inert in the mini-apps).
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const offlineInGame = $derived(!isLocalGameId(id) && netState.offline);
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// Unsubscribes from a local game's robot-reply events (offline only; null for a network game).
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let localUnsub: (() => void) | null = null;
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@@ -1463,6 +1468,7 @@
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// a local (offline) game, whose seats are account-less: vs_ai, and hotseat's synthetic seat ids.
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if (view?.game.vsAi || isLocalGameId(id)) return false;
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return (
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netReady &&
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!!s.accountId &&
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!app.profile?.isGuest &&
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s.accountId !== app.session?.userId &&
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@@ -1476,7 +1482,7 @@
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// An already-blocked opponent hides it (both controls go, and the name is struck).
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function canBlock(s: { accountId: string; seat: number }): boolean {
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if (view?.game.vsAi || isLocalGameId(id)) return false;
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return !!s.accountId && !app.profile?.isGuest && s.accountId !== app.session?.userId && !seatBlocked(s);
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return netReady && !!s.accountId && !app.profile?.isGuest && s.accountId !== app.session?.userId && !seatBlocked(s);
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}
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</script>
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@@ -1490,6 +1496,9 @@
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selfInset={landscape}
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>
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{#if view}
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{#if offlineInGame}
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<div class="offline-banner" role="status">{t('game.offlineBanner')}</div>
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{/if}
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{#if landscape}
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<div class="game-land">
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<div class="leftpane">
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@@ -1607,7 +1616,7 @@
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— so drop the entry only when a local game is finished; an active local game keeps it for
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the Dictionary. An online game always keeps it (chat outlives the game). -->
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{#if !(gameOver && (view.game.vsAi || view.game.hotseat))}
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<button class="hicon" onclick={() => navigate(`/game/${id}/chat`)} aria-label={t('game.chat')}>
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<button class="hicon" disabled={!netReady} onclick={() => navigate(`/game/${id}/chat`)} aria-label={t('game.chat')}>
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{#key chatBlink}<span class="chat-ico" class:blink={chatBlink > 0 && !app.reduceMotion}>💬</span>{/key}
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</button>
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{/if}
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@@ -1694,6 +1703,7 @@
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draggingId={reorderDragId}
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dropIndex={reorderTo}
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confirm={!gameOver && placement.pending.length > 0 && !recallOverRack ? confirmBtn : undefined}
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frozen={!netReady}
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ondown={onRackDown}
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/>
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{/if}
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@@ -2178,6 +2188,17 @@
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color: var(--text-muted);
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padding: 40px;
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}
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/* An online game that lost the connection: a slim, non-blocking strip at the top of the play area.
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A solid token background (not color-mix) keeps it visible on the old-WebView floor. */
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.offline-banner {
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padding: 7px var(--pad);
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text-align: center;
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font-size: 0.85rem;
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line-height: 1.25;
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color: var(--text);
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background: var(--surface-2);
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border-bottom: 1px solid var(--border);
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}
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.ghost {
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position: fixed;
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width: 40px;
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@@ -13,6 +13,7 @@
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shuffling = false,
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draggingId = null,
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dropIndex = null,
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frozen = false,
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confirm,
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ondown,
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}: {
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@@ -26,6 +27,10 @@
|
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// the drag ghost stands in) and dropIndex is the slot where a gap opens.
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draggingId?: number | null;
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dropIndex?: number | null;
|
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/** frozen disables tile interaction (offline in an online game): tiles cannot be picked up to
|
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* compose or reorder a move until the connection returns. The confirm control is gated
|
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* separately by the parent. */
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frozen?: boolean;
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/** The confirm-move control, rendered as the fixed 7th slot of the rack while a play is staged
|
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* (the parent owns the button and its enablement; the rack only positions it). */
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confirm?: Snippet;
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@@ -65,6 +70,7 @@
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class:selected={selected === slot.index}
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class:shift={dropIndex != null && i >= dropIndex}
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data-rack-index={slot.index}
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disabled={frozen}
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animate:hop={shuffling}
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onpointerdown={(e) => ondown(e, slot.index)}
|
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>
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@@ -114,6 +120,10 @@
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outline: 3px solid var(--accent);
|
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outline-offset: -3px;
|
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}
|
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/* Frozen (offline in an online game): the tray is inert until the connection returns. */
|
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.tile:disabled {
|
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opacity: 0.5;
|
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}
|
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/* While reordering, tiles at/after the drop slot slide right to open a gap there (one
|
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tile width plus the rack gap), so the drop position is visible. */
|
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.rack.reordering .tile {
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||||
|
||||
@@ -0,0 +1,49 @@
|
||||
import { afterEach, describe, expect, it, vi } from 'vitest';
|
||||
import { setAlphabet } from '../alphabet';
|
||||
|
||||
// getDawg is the only side-effecting dependency; stub it so the test exercises localWordCheck's
|
||||
// own logic (load -> encode -> membership -> null handling) against a fake reader, not a real DAWG.
|
||||
vi.mock('./loader', () => ({ getDawg: vi.fn() }));
|
||||
import { getDawg } from './loader';
|
||||
import { localWordCheck } from './check';
|
||||
|
||||
const mockedGetDawg = vi.mocked(getDawg);
|
||||
|
||||
// A tiny cached alphabet so indexForLetter can encode the test words.
|
||||
setAlphabet('scrabble_en', [
|
||||
{ index: 0, letter: 'A', value: 1 },
|
||||
{ index: 1, letter: 'B', value: 3 },
|
||||
{ index: 2, letter: 'C', value: 3 },
|
||||
]);
|
||||
|
||||
describe('localWordCheck', () => {
|
||||
afterEach(() => vi.clearAllMocks());
|
||||
|
||||
it('returns true when the dawg contains the word', async () => {
|
||||
mockedGetDawg.mockResolvedValue({ indexOf: () => 5 } as never);
|
||||
expect(await localWordCheck('scrabble_en', 'v1', 'AB')).toBe(true);
|
||||
});
|
||||
|
||||
it('returns false when the dawg does not contain the word', async () => {
|
||||
mockedGetDawg.mockResolvedValue({ indexOf: () => -1 } as never);
|
||||
expect(await localWordCheck('scrabble_en', 'v1', 'AB')).toBe(false);
|
||||
});
|
||||
|
||||
it('returns null when the dawg is unavailable (offline and uncached)', async () => {
|
||||
mockedGetDawg.mockResolvedValue(null);
|
||||
expect(await localWordCheck('scrabble_en', 'v1', 'AB')).toBe(null);
|
||||
});
|
||||
|
||||
it('encodes the word to alphabet indices for the membership test', async () => {
|
||||
const indexOf = vi.fn(() => 0);
|
||||
mockedGetDawg.mockResolvedValue({ indexOf } as never);
|
||||
await localWordCheck('scrabble_en', 'v1', 'CAB');
|
||||
expect(indexOf).toHaveBeenCalledWith([2, 0, 1]);
|
||||
});
|
||||
|
||||
it('loads the dawg for the pinned (variant, version)', async () => {
|
||||
mockedGetDawg.mockResolvedValue({ indexOf: () => 1 } as never);
|
||||
await localWordCheck('scrabble_en', 'v1.3.0', 'AB');
|
||||
expect(mockedGetDawg).toHaveBeenCalledWith('scrabble_en', 'v1.3.0');
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,26 @@
|
||||
// Offline word-check fallback for an online game. An online game's dictionary check normally goes to
|
||||
// the gateway (game.check_word); while disconnected that call fails, so the check falls back to the
|
||||
// game's own pinned dictionary read locally. Using the game's pinned (variant, version) means the
|
||||
// answer matches the server's — no divergence — as long as that dawg is available on-device; if it
|
||||
// is not cached/bundled offline, the check is simply unavailable (null). The membership test mirrors
|
||||
// the local engine's dictionaryHas (encode to alphabet indices, then Dawg.indexOf).
|
||||
|
||||
import { getDawg } from './loader';
|
||||
import { indexForLetter } from '../alphabet';
|
||||
import type { Variant } from '../model';
|
||||
|
||||
/**
|
||||
* localWordCheck reports whether word is in the (variant, version) dictionary using the on-device
|
||||
* dawg, or null when that dawg cannot be obtained (offline and neither cached nor bundled). word
|
||||
* must already be sanitised to the variant's alphabet (as the check panel does).
|
||||
*/
|
||||
export async function localWordCheck(
|
||||
variant: Variant,
|
||||
version: string,
|
||||
word: string,
|
||||
): Promise<boolean | null> {
|
||||
const dawg = await getDawg(variant, version);
|
||||
if (!dawg) return null;
|
||||
const idx = Array.from(word, (ch) => indexForLetter(variant, ch));
|
||||
return dawg.indexOf(idx) >= 0;
|
||||
}
|
||||
@@ -133,6 +133,8 @@ export const en = {
|
||||
'game.complaintSent': 'Thanks, sent for review.',
|
||||
'game.check': 'Check',
|
||||
'game.checkWait': 'Please wait a moment.',
|
||||
'game.checkOffline': 'Word check is unavailable offline.',
|
||||
'game.offlineBanner': 'Connection lost — your move will send once you’re back online.',
|
||||
'game.noHintOptions': 'No options with your letters.',
|
||||
'game.thinking': 'thinking…',
|
||||
|
||||
|
||||
@@ -133,6 +133,8 @@ export const ru: Record<MessageKey, string> = {
|
||||
'game.complaintSent': 'Спасибо, отправлено на проверку.',
|
||||
'game.check': 'Проверить',
|
||||
'game.checkWait': 'Секунду, пожалуйста.',
|
||||
'game.checkOffline': 'Проверка недоступна офлайн.',
|
||||
'game.offlineBanner': 'Связь потеряна — ход отправится, когда вернётся сеть.',
|
||||
'game.noHintOptions': 'Нет вариантов с вашим набором.',
|
||||
'game.thinking': 'думает…',
|
||||
|
||||
|
||||
Reference in New Issue
Block a user