feat(ui): explicit offline state inside an online game (+ offline word check) #260

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developer merged 4 commits from feature/offline-ingame-ux into development 2026-07-14 07:51:08 +00:00
6 changed files with 71 additions and 16 deletions
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@@ -124,8 +124,8 @@ dropped). Horizontal scaling is explicit future work.
switch and no device-local create paths. The machine still tracks reachability there, though: a
connection lost **inside an online game** is surfaced on **every platform**, driven off the machine's
confirmed-offline state (`netState.offline`, not `offlineMode.active`) — the game screen shows a
*connection lost* banner and **freezes** the tray, the move controls, the add-friend/block controls and
the chat/dictionary entry (a started move stays a draft, re-committed by the player on reconnect), and
*connection lost* banner, **freezes** the tray and move controls, and hides the resign, add-friend/block
and chat/dictionary controls (a started move stays a draft, re-committed by the player on reconnect), and
the word-check tool falls back to the game's pinned on-device dictionary (`ui/src/lib/dict/check.ts`,
exact when that dawg is cached, else *unavailable*) with its network-only complaint and external
look-up hidden.
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@@ -328,8 +328,9 @@ offline, so you are never interrupted for a hiccup.
**Losing the connection while inside an online game** is surfaced on **every platform, including the
Telegram/VK mini-apps** — unlike the offline-play mode above, which is web/native only — because an
online game needs the server for every move. A slim *connection lost* banner appears at the top of the
board and the play area **freezes**: the rack, the move controls, the add-friend/block controls and the
chat/dictionary entry all disable, while a move you had started stays on the board as a draft. Nothing
board and the play area **freezes**: the rack and the move controls disable, and the resign, the
add-friend/block and the chat/dictionary controls are hidden, while a move you had started stays on the
board as a draft. Nothing
is sent; when the connection returns the banner clears, the controls come back and you commit the move
yourself. If you were already in the chat or the dictionary when the drop happened you stay there — chat
becomes read-only (send and nudge disable) and the dictionary keeps checking words against the game's
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@@ -332,8 +332,9 @@ e-mail) либо ввод фразы. Активные игры форфейтя
**Потеря связи внутри онлайн-партии** показывается на **всех платформах, включая мини-приложения
Telegram/VK** — в отличие от офлайн-режима игры выше, который только для веба и нативного приложения, —
потому что онлайн-партии сервер нужен на каждый ход. Сверху доски появляется тонкий баннер *связь
потеряна*, и игровая область **замораживается**: рэк, ходовые кнопки, кнопки «в друзья»/«заблокировать»
и вход в чат/словарь отключаются, а начатый ход остаётся на доске черновиком. Ничего не отправляется;
потеряна*, и игровая область **замораживается**: рэк и ходовые кнопки отключаются, а «сдаться»,
«в друзья»/«заблокировать» и вход в чат/словарь скрываются; начатый ход остаётся на доске черновиком.
Ничего не отправляется;
когда связь возвращается, баннер исчезает, кнопки оживают, и ход отправляешь ты сам. Если связь упала,
когда ты уже был в чате или словаре, ты там и остаёшься — чат становится «только для чтения» (отправка
и nudge отключаются), а словарь продолжает проверять слова по словарю партии на устройстве.
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@@ -64,13 +64,52 @@ test('online game offline: banner shows, the tray and comms entry freeze, and it
expect(n).toBeGreaterThan(0);
for (let i = 0; i < n; i++) await expect(tiles.nth(i)).toBeDisabled();
// The comms entry (💬 — chat + dictionary) is disabled; it lives in the history drawer, so open it.
// The comms entry (💬) and the resign control are HIDDEN offline (like the frozen social controls);
// both live in the history drawer, so open it and assert no action icons remain in its header.
await page.locator('.scoreboard').click();
await expect(page.locator('button:has(.chat-ico)')).toBeDisabled();
await expect(page.locator('.hhead button.hicon')).toHaveCount(0);
// Recovery: the network returns, the banner clears and the tray is interactive again.
// Recovery: the network returns, the banner clears, the tray is interactive and the comms entry returns.
await page.evaluate(() => (window as unknown as { __net: { online(): void } }).__net.online());
await expect(page.locator('.offline-banner')).toHaveCount(0, { timeout: 15000 });
await expect(page.locator('.rack .tile').first()).toBeEnabled();
await expect(page.locator('button:has(.chat-ico)')).toBeEnabled();
await expect(page.locator('button:has(.chat-ico)')).toBeVisible();
});
test('online game offline: the dictionary still accepts input and checks (variant seeded from cache)', async ({ page }) => {
await page.goto('/');
await page.getByRole('button', { name: /guest/i }).click();
// A Russian (erudit_ru — first in the mock's variant preferences) game, so the offline dictionary is
// exercised with a non-Latin alphabet that differs from the panel's default 'scrabble_en'. The panel
// seeds its variant + pinned version from the cached game; the mock resolves gameState even offline
// (no kill switch), so on the real backend — where that fetch fails offline — the seed is what keeps
// the input and the dawg fallback working. This guards the offline dictionary flow end-to-end.
await page.getByRole('button', { name: /🎲/ }).click();
await page.getByRole('button', { name: 'Random player' }).click();
await page.locator('.variant').first().click();
await page.getByRole('button', { name: /Start game/i }).click();
await page.evaluate(() => (window as unknown as { __mock: { joinOpponent(): void } }).__mock.joinOpponent());
await expect(page.getByText('Robo')).toBeVisible();
// Go offline, then open the dictionary directly (its in-game entry is hidden offline) so CheckScreen
// mounts with no network and must seed the variant/version from the cached game, not a failed fetch.
await page.evaluate(() => (window as unknown as { __net: { offline(): void } }).__net.offline());
await expect(page.locator('.offline-banner')).toBeVisible({ timeout: 15000 });
await page.evaluate(() => {
const route = location.hash.slice(1); // /game/<id>
(window as unknown as { __router: { navigate(p: string): void } }).__router.navigate(route + '/check');
});
// The check input keeps the Cyrillic word (the variant is known) and the Check button is usable —
// the outcome the cache seed guarantees on the real backend where the offline gameState fetch fails.
const input = page.locator('.check input');
await expect(input).toBeVisible();
await input.fill('СЛОВО');
await expect(input).toHaveValue('СЛОВО');
await expect(page.locator('.check button')).toBeEnabled();
// Running the check resolves to a verdict (or the neutral offline note), proving the fallback path
// executes rather than hanging.
await page.locator('.check button').click();
await expect(page.locator('.verdict')).toBeVisible();
});
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@@ -8,6 +8,7 @@
import { alphabetLetters } from '../lib/alphabet';
import { canCheckWord, dictionaryLookupUrl, sanitizeCheckWord } from '../lib/checkword';
import { onExternalLinkClick } from '../lib/links';
import { getCachedGame } from '../lib/gamecache';
import type { Variant } from '../lib/model';
// Word-check on its own screen: unlimited dictionary lookups, each with a
@@ -25,15 +26,24 @@
const checked = new Map<string, boolean>();
onMount(async () => {
// Seed the variant + pinned version from the cached game first (present once the board has opened,
// and preloaded for ongoing games): an online game's dictionary must keep working while offline,
// where the gameState call below cannot run. The variant's alphabet is already cached from opening
// the board, so input sanitising and the offline dawg fallback work off the seed alone.
const cached = getCachedGame(id)?.view.game;
if (cached) {
variant = cached.variant;
dictVersion = cached.dictVersion;
}
try {
// Include the alphabet so input sanitising + the check accept the variant's letters. Routed
// through gameSource so an offline (local) game resolves its state from the device, not the
// network.
// Refresh over the network (and cache the alphabet on a cold deep-link that skipped the board).
const st = await gameSource(id).gameState(id, true);
variant = st.game.variant;
dictVersion = st.game.dictVersion;
} catch (e) {
handleError(e);
// Offline or a transient failure: the cache seed already set variant + version, so only surface
// an error when there was nothing cached to fall back to.
if (!cached) handleError(e);
}
});
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@@ -1607,6 +1607,10 @@
{:else if view.game.hotseat}
<!-- Hotseat resign is a host (referee) action, not self-serve; keep the slot empty. -->
<span aria-hidden="true"></span>
{:else if !netReady}
<!-- Offline: resigning needs the server, so hide the control (like the frozen social controls);
an empty slot keeps the header's space-between layout. -->
<span aria-hidden="true"></span>
{:else}
<button class="hicon" onclick={onResignClick} disabled={waitingForOpponent} aria-label={t('game.dropGame')}>🏁</button>
{/if}
@@ -1615,8 +1619,8 @@
chat, so its hub is Dictionary-only (CommsHub), and once finished the dictionary closes too
— so drop the entry only when a local game is finished; an active local game keeps it for
the Dictionary. An online game always keeps it (chat outlives the game). -->
{#if !(gameOver && (view.game.vsAi || view.game.hotseat))}
<button class="hicon" disabled={!netReady} onclick={() => navigate(`/game/${id}/chat`)} aria-label={t('game.chat')}>
{#if netReady && !(gameOver && (view.game.vsAi || view.game.hotseat))}
<button class="hicon" onclick={() => navigate(`/game/${id}/chat`)} aria-label={t('game.chat')}>
{#key chatBlink}<span class="chat-ico" class:blink={chatBlink > 0 && !app.reduceMotion}>💬</span>{/key}
</button>
{/if}