The "watch for chips" rewarded payout and its per-day / per-hour caps live in the
shared payments.config row and had no admin surface — they could only be changed by
SQL, contrary to D32 (the rewarded rate is meant to be admin-configurable). Add a
"Rewarded ads" form on the /_gm/catalog page: RewardConfig / SetRewardConfig on the
service (non-negative validated), a setRewardConfig store writer (the singleton
config row), the consoleSetReward handler + POST /_gm/catalog/reward route, and the
form pre-filled from the current config. No migration — the columns already exist.
The reward rate is a config value, not a sellable catalog atom (so a "no-ads forever"
style product is still out of scope by D32/D33).
Test: an integration test sets the config, checks the page pre-fill, and refuses a
negative value.
The wallet storefront listed products in creation order — its purchases and its
chip-exchange values were unsorted, unlike the admin console and the public offer.
Extract the ordering (chip packs first by rouble price, then chip-priced values
grouped hints → no-ads → combo → tournament and by chip price) into one comparator,
compareCatalogRank over a small rank key, and apply it at all three sites
(projectCatalog, projectOfferPricing, SortAdminCatalog) — so the subgroup ranking
(valueGroup) and the full order now live in one place. The rewarded "watch for
chips" CTA is a wallet-driven element rendered above the packs, so it is unaffected
and stays on top.
Also add the admin catalog active/all toggle: AdminCatalog takes includeInactive,
the console shows active products by default and ?all=1 lists archived ones too
(the detail and grant forms keep loading all products).
Tests: a storefront canonical-order unit test (reproduced the unsorted bug first);
an integration test for the active/all toggle. Existing offer/admin order tests
unchanged — behaviour preserved.
Two fixes from contour testing of the offline-in-game UX:
- The dictionary word check was unusable offline (Check button disabled) when the
panel was reached while already offline: CheckScreen fetched the variant + pinned
version over the network in onMount, which fails offline, leaving the default
variant so input sanitising stripped every letter. Seed both from the cached game
(present once the board has opened) so the input and the on-device dawg fallback
work without a round-trip; the network refresh still runs when online and on a
cold deep-link.
- The resign and chat controls were only functionally disabled (chat) or not gated
at all (resign) offline, so they still looked active. Hide both while offline,
matching the frozen social controls.
Tests: the in-game offline e2e now asserts the drawer action icons are hidden (not
disabled); a new e2e guards the offline dictionary flow. Docs updated.
CheckScreen's static import of dict/check pulled the dawg loader/reader into the app
entry bundle, pushing it 0.8 KB over the 130 KB budget (CI bundle-size gate). The
dict subsystem is lazy everywhere else, so import localWordCheck dynamically in the
offline branch — it loads only when an offline check actually runs. Main entry back
to 129.0 KB.
When an online game loses the connection the game screen now says so and freezes
instead of silently greying out: a "connection lost" banner appears and the rack,
the move controls, the add-friend/block controls and the chat/dictionary entry all
disable (a started move stays a draft, committed by the player on reconnect). It is
driven off the net-state machine (netState.offline), so it also covers the
Telegram/VK mini-apps, where a lost connection was previously mute in-game.
If the player is already in the dictionary when the drop happens, the word check
falls back to the game's pinned on-device dictionary (exact when that dawg is
cached; "unavailable offline" otherwise) and the network-only complaint + external
look-up hide. Chat, when already open, keeps its existing read-only degrade
(send/nudge disable). New pure helper localWordCheck is unit-tested; the in-game
gating gets an e2e.
An idle live stream whose connection dies without an error (airplane mode
cutting the radio) left the net-state machine stuck "online": the streaming
fetch neither errored nor delivered, no unary call was made, and the OS
`navigator` offline hint is unreliable in the Telegram/VK WebViews — so the
"Connecting…"/offline state only surfaced on the next foreground resync, not
while idle.
The gateway already pushes a keep-alive `heartbeat` every 10s, so add a
client-side watchdog (streamwatchdog.ts) that resets on every delivered event
and, after ~25s of silence, treats the stream as dropped (reportOffline +
reconnect). It is background-aware (paused while suspended) so a throttled
foreground return does not false-trip. The mock client mirrors the heartbeat
so an idle e2e session stays online.