Files
scrabble-game/ui/src/lib/localgame/source.ts
T
Ilia Denisov 8c67d679d9 feat(offline): hotseat record schema + source (locks, host actions)
Extend the local game to offline pass-and-play (hotseat):
- serialize.ts: Seat.pin, record hotseat + hostPin (all optional; old
  vs_ai records read hotseat as false).
- source.ts: create() takes hotseat/hostPin + per-seat pins; stateView
  reveals the seat-to-move's rack and withholds it (locked) when that
  seat is PIN-locked, until unlockSeat; ephemeral per-turn unlock
  re-locks on advance; new unlockSeat / verifyHostPin / hostAction
  (skip/resign/terminate); gameView sets vsAi=!hotseat + the hotseat flag.
- model.ts: GameView.hotseat, StateView.locked (offline-only, optional).

Tests: source.hotseat (lock/unlock/re-lock, host skip/resign/terminate,
master-PIN gate, natural-end persistence) + serialize hotseat shape.
2026-07-07 11:20:39 +02:00

526 lines
21 KiB
TypeScript

// The local game source: a GatewayClient-shaped facade over the offline engine, so the SAME game
// screen drives a local vs_ai game with no backend. It implements the game-loop subset of the
// gateway (GameLoopSource) for a local game id, backed by LocalGame + the IndexedDB store + the
// real robot (lib/robot/strategy). Unlike the network flow there is no live stream: after the
// human's move the robot plays synchronously in the same call, its move persisted atomically and
// delivered to the screen through this source's own per-game event emitter (events()).
//
// It translates between the UI's glyph space (PlacedTile.letter, rack strings) and the engine's
// alphabet-index space using the static letters table (ruleset.ts), so it needs no server alphabet.
import { LocalGame, type LocalMove } from './engine';
import { serializeGame, replayGame, type LocalGameRecord, type Seat as LocalSeat } from './serialize';
import { getLocalGame, saveLocalGame, listLocalGames, deleteLocalGame } from './store';
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 { verifyPin, type PinLock } from '../pin';
import { GatewayError, type PlacedTile } from '../client';
import type {
EvalResult,
GameView,
History,
HintResult,
MoveRecord,
MoveResult,
PushEvent,
Seat,
StateView,
Tile,
Variant,
WordCheckResult,
} from '../model';
import type { Move } from '../dict/validate';
export { LOCAL_ID_PREFIX, isLocalGameId };
/**
* 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.
*/
export interface GameLoopSource {
gameState(gameId: string, includeAlphabet: boolean): Promise<StateView>;
gameHistory(gameId: string): Promise<History>;
submitPlay(gameId: string, tiles: PlacedTile[], variant: Variant): Promise<MoveResult>;
pass(gameId: string): Promise<MoveResult>;
exchange(gameId: string, tiles: string[], variant: Variant): Promise<MoveResult>;
resign(gameId: string): Promise<MoveResult>;
hint(gameId: string): Promise<HintResult>;
evaluate(gameId: string, tiles: PlacedTile[], variant: Variant, signal?: AbortSignal): Promise<EvalResult>;
checkWord(gameId: string, word: string, variant: Variant): Promise<WordCheckResult>;
draftGet(gameId: string): Promise<string>;
draftSave(gameId: string, json: string): Promise<void>;
}
const BLANK_GLYPH = '?';
// letterToIndex builds a glyph -> index map for a variant's alphabet (upper-cased, matching the
// static letters table and lib/alphabet.ts).
const indexCache = new Map<Variant, Map<string, number>>();
function letterToIndex(variant: Variant, glyph: string): number {
if (glyph === BLANK_GLYPH) return 255; // BLANK_INDEX
let m = indexCache.get(variant);
if (!m) {
m = new Map();
RULESETS[variant].letters.forEach((l, i) => m!.set(l, i));
indexCache.set(variant, m);
}
const i = m.get(glyph.toUpperCase());
if (i === undefined) throw new GatewayError('illegal_play', `no index for "${glyph}" in ${variant}`);
return i;
}
// indexToLetter decodes an alphabet index to its display glyph; the blank sentinel maps to "?".
function indexToLetter(variant: Variant, index: number): string {
if (index === 255) return BLANK_GLYPH;
return RULESETS[variant].letters[index] ?? '';
}
// encodePlacements turns submitted glyph tiles into the engine's index-space placements.
function encodePlacements(variant: Variant, tiles: PlacedTile[]): { row: number; col: number; letter: number; blank: boolean }[] {
return tiles.map((t) => ({ row: t.row, col: t.col, letter: letterToIndex(variant, t.letter), blank: t.blank }));
}
// A live local game held in memory for the session, so calls do not re-replay from the store.
interface Live {
game: LocalGame;
record: LocalGameRecord;
/** Offline hotseat only: which seat is currently unlocked (its PIN was entered this turn), or null.
* Ephemeral — never persisted; cleared on every turn advance so each turn re-locks. */
unlockedSeat: number | null;
}
/**
* LocalSource runs local games. One instance backs every local game the app has open; it caches
* the live engine per id and persists after each move.
*/
export class LocalSource implements GameLoopSource {
private readonly live = new Map<string, Live>();
private readonly listeners = new Map<string, Set<(e: PushEvent) => void>>();
/** create starts a new local game — a vs_ai game or an offline pass-and-play (hotseat) game when
* hotseat is set — persists it and returns its state. hostPin is the hotseat master PIN. */
async create(opts: {
id: string;
variant: Variant;
dictVersion: string;
seed: bigint;
multipleWords: boolean;
seats: LocalSeat[];
hotseat?: boolean;
hostPin?: PinLock;
}): Promise<StateView> {
const dawg = await getDawg(opts.variant, opts.dictVersion);
if (!dawg) throw new GatewayError('dict_unavailable');
const game = new LocalGame({
variant: opts.variant,
version: opts.dictVersion,
seed: opts.seed,
players: opts.seats.length,
dawg,
multipleWords: opts.multipleWords,
});
const now = nowUnix();
const record = serializeGame(game, {
id: opts.id,
seats: opts.seats.map((s) => ({ kind: s.kind, name: s.name, accountId: s.accountId, pin: s.pin })),
hotseat: opts.hotseat,
hostPin: opts.hostPin,
createdAtUnix: now,
updatedAtUnix: now,
hintUnlockAtMs: 0, // no robot move yet: a human-first opening's hint is open at once
});
const entry: Live = { game, record, unlockedSeat: null };
this.live.set(opts.id, entry);
await saveLocalGame(record);
return this.stateView(entry);
}
/**
* list returns a lobby GameView for every stored local game, most-recently-updated first, so the
* offline lobby renders them with the same card machinery as the online games. Each is
* reconstructed by replay; a record whose dictionary is unavailable (e.g. offline without its
* dawg) is skipped, since it cannot be rendered — never throws.
*/
async list(): Promise<GameView[]> {
const records = await listLocalGames();
records.sort((a, b) => b.updatedAtUnix - a.updatedAtUnix);
const views: GameView[] = [];
for (const record of records) {
try {
views.push(this.gameView(await this.load(record.id)));
} catch {
/* a record that cannot be replayed (its dawg is not cached offline) is left out */
}
}
return views;
}
/** delete removes a local game from the store and the in-memory cache — the offline lobby's
* finished-game delete. Best-effort: a failed store delete still drops it from this session. */
async delete(gameId: string): Promise<void> {
this.live.delete(gameId);
this.listeners.delete(gameId);
await deleteLocalGame(gameId);
}
async gameState(gameId: string): Promise<StateView> {
return this.stateView(await this.load(gameId));
}
async gameHistory(gameId: string): Promise<History> {
const { game, record } = await this.load(gameId);
return { gameId, moves: game.history.map((m) => this.moveRecord(record.variant, m)) };
}
async submitPlay(gameId: string, tiles: PlacedTile[], variant: Variant): Promise<MoveResult> {
return this.humanMove(gameId, (g) => g.submitPlay(encodePlacements(variant, tiles)));
}
async pass(gameId: string): Promise<MoveResult> {
return this.humanMove(gameId, (g) => g.pass());
}
async exchange(gameId: string, tiles: string[], variant: Variant): Promise<MoveResult> {
const idx = tiles.map((t) => letterToIndex(variant, t));
return this.humanMove(gameId, (g) => g.exchange(idx));
}
async resign(gameId: string): Promise<MoveResult> {
// A resignation ends a two-player game immediately; no robot reply follows.
const entry = await this.load(gameId);
const seat = entry.game.currentPlayer;
const move = entry.game.resign();
entry.unlockedSeat = null;
await this.persist(entry);
return this.moveResult(entry, move, seat);
}
/**
* unlockSeat reveals the current hotseat seat's rack once its PIN is entered. It verifies pin
* against the seat's stored lock (a seat with no lock unlocks with any pin) and, on success, marks
* the seat unlocked for this turn only — a subsequent move re-locks it. Throws 'wrong_pin' on a
* mismatch. Returns the freshly unlocked state (rack revealed).
*/
async unlockSeat(gameId: string, pin: string): Promise<StateView> {
const entry = await this.load(gameId);
const seat = entry.game.currentPlayer;
const lock = entry.record.seats[seat]?.pin;
if (lock && !(await verifyPin(pin, lock))) throw new GatewayError('wrong_pin');
entry.unlockedSeat = seat;
return this.stateView(entry);
}
/** verifyHostPin reports whether pin matches the hotseat master (host/referee) PIN. */
async verifyHostPin(gameId: string, pin: string): Promise<boolean> {
const entry = await this.load(gameId);
return !!entry.record.hostPin && (await verifyPin(pin, entry.record.hostPin));
}
/**
* hostAction runs a host (referee) override on a hotseat game, gated by the master PIN:
* 'skip' — pass the current seat's turn;
* 'resign' — resign seat targetSeat (exclude a player / concede on their behalf);
* 'terminate' — end the game with no result and delete it from the store.
* Returns the updated StateView, or null when the game was terminated. Throws 'wrong_pin' on a bad
* PIN.
*/
async hostAction(
gameId: string,
pin: string,
action: 'skip' | 'resign' | 'terminate',
targetSeat?: number,
): Promise<StateView | null> {
const entry = await this.load(gameId);
if (!entry.record.hostPin || !(await verifyPin(pin, entry.record.hostPin))) throw new GatewayError('wrong_pin');
if (action === 'terminate') {
await this.delete(gameId);
return null;
}
if (action === 'skip') entry.game.pass();
else entry.game.resignSeat(targetSeat ?? entry.game.currentPlayer);
entry.unlockedSeat = null;
await this.persist(entry);
return this.stateView(entry);
}
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);
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 };
}
async evaluate(gameId: string, tiles: PlacedTile[], variant: Variant): Promise<EvalResult> {
const { game } = await this.load(gameId);
const r = game.evaluatePlay(encodePlacements(variant, tiles));
return {
legal: r.legal,
score: r.score,
words: r.words.map((w) => w.map((i) => indexToLetter(variant, i)).join('').toLowerCase()),
dir: r.legal ? (r.dir === 0 ? 'H' : 'V') : '',
};
}
async checkWord(gameId: string, word: string, variant: Variant): Promise<WordCheckResult> {
const { game } = await this.load(gameId);
const idx = Array.from(word, (ch) => letterToIndex(variant, ch));
return { word, legal: game.dictionaryHas(idx) };
}
// Drafts (the in-progress composition) are not persisted for local games — the arrangement is
// rebuilt from the rack on reopen. The screen tolerates an empty draft.
async draftGet(): Promise<string> {
return '';
}
async draftSave(): Promise<void> {
/* no-op offline */
}
/** events subscribes to a local game's push events (the robot's reply, game over). Returns an
* unsubscribe. The network path uses the gateway's global stream instead. */
events(gameId: string, onEvent: (e: PushEvent) => void): () => void {
let set = this.listeners.get(gameId);
if (!set) {
set = new Set();
this.listeners.set(gameId, set);
}
set.add(onEvent);
return () => set!.delete(onEvent);
}
// --- internals -------------------------------------------------------------
private async load(gameId: string): Promise<Live> {
const cached = this.live.get(gameId);
if (cached) return cached;
const record = await getLocalGame(gameId);
if (!record) throw new GatewayError('game_not_found');
const dawg = await getDawg(record.variant, record.dictVersion);
if (!dawg) throw new GatewayError('dict_unavailable');
const entry: Live = { game: replayGame(record, dawg), record, unlockedSeat: null };
this.live.set(gameId, entry);
return entry;
}
// humanMove applies the human's action, persists, returns their MoveResult, then (if the game is
// still on and it is the robot's turn) schedules the robot's synchronous reply — already applied
// and saved here, but emitted to subscribers on a microtask so the human's move renders first.
private async humanMove(gameId: string, act: (g: LocalGame) => LocalMove): Promise<MoveResult> {
const entry = await this.load(gameId);
const seat = entry.game.currentPlayer;
const move = act(entry.game);
entry.unlockedSeat = null; // the turn has advanced; a hotseat seat re-locks (no effect for vs_ai)
const robotMoves = this.runRobots(entry);
await this.persist(entry);
const result = this.moveResult(entry, move, seat);
if (robotMoves.length > 0) {
queueMicrotask(() => this.emitRobot(entry, robotMoves));
}
return result;
}
// runRobots plays every consecutive robot seat until it is a human's turn or the game ends,
// returning the robot moves in order. For a two-player vs_ai game this is a single move.
private runRobots(entry: Live): LocalMove[] {
const out: LocalMove[] = [];
while (!entry.game.isOver && this.isRobotSeat(entry, entry.game.currentPlayer)) {
const g = entry.game;
const seat = g.currentPlayer;
const cands = this.legalMoves(g);
const dec = decide(g.seed, g.moveCount, cands, g.scoreOf(seat), this.bestOpponent(g, seat), g.handOf(seat), g.bagLength);
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());
}
// 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;
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 };
for (const cb of set) cb(ev);
}
if (entry.game.isOver) {
const game = this.gameView(entry);
const ev: PushEvent = { kind: 'game_over', gameId: entry.record.id, result: entry.game.endReason, scoreLine: '', game };
for (const cb of set) cb(ev);
}
}
private async persist(entry: Live): Promise<void> {
entry.record = serializeGame(entry.game, {
id: entry.record.id,
seats: entry.record.seats,
hotseat: entry.record.hotseat,
hostPin: entry.record.hostPin,
createdAtUnix: entry.record.createdAtUnix,
updatedAtUnix: nowUnix(),
hintUnlockAtMs: entry.record.hintUnlockAtMs,
});
await saveLocalGame(entry.record);
}
private isRobotSeat(entry: Live, seat: number): boolean {
return entry.record.seats[seat]?.kind === 'robot';
}
private humanSeat(entry: Live): number {
const i = entry.record.seats.findIndex((s) => s.kind === 'human');
return i >= 0 ? i : 0;
}
private bestOpponent(game: LocalGame, seat: number): number {
let best = 0;
for (let i = 0; i < game.playerCount; i++) if (i !== seat) best = Math.max(best, game.scoreOf(i));
return best;
}
private legalMoves(game: LocalGame): Move[] {
// The generator can emit a one-letter play only for a dictionary that has one-letter words;
// real dictionaries have none. Filtering to main length >= 2 keeps the robot to legal plays.
return game.generateMoves().filter((m) => m.main.letters.length >= 2);
}
private topMove(game: LocalGame): Move | null {
const moves = this.legalMoves(game);
return moves.length > 0 ? moves[0] : null;
}
// --- shape builders --------------------------------------------------------
// The vs_ai idle-hint seconds left, from the stored unlock instant (device wall clock, persisted
// for the offline record) minus now — capped at the window so a device clock set back cannot push
// it far ahead and freeze the gate, ceiled to whole seconds and floored at 0. The client anchors a
// monotonic countdown to this; 0 while open (a human-first opening, no robot move yet).
private hintUnlockLeft(entry: Live): number {
if (!entry.record.hintUnlockAtMs) return 0;
const leftMs = Math.min(HINT_GATE_MS, entry.record.hintUnlockAtMs - Date.now());
return leftMs > 0 ? Math.ceil(leftMs / 1000) : 0;
}
// stateView is the seated player's private view. For a vs_ai game that is the single human seat; for
// a hotseat game it is the seat to move — and when that seat carries a PIN, the rack is withheld
// (empty, locked=true) until unlockSeat is called this turn.
private stateView(entry: Live): StateView {
const hotseat = !!entry.record.hotseat;
const seat = hotseat ? entry.game.currentPlayer : this.humanSeat(entry);
const locked = hotseat && !!entry.record.seats[seat]?.pin && entry.unlockedSeat !== seat;
const rack = locked ? [] : 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,
hintUnlockLeftSeconds: this.hintUnlockLeft(entry),
locked,
};
}
// Offline there is no server to send the per-variant alphabet table (letters + tile values) the
// rack and board render from (lib/alphabet); seed it from the static offline ruleset so a cold-
// booted local game shows real tile weights instead of zeros. Idempotent and cheap — a no-op once
// the table is cached (from here or a prior online session).
private ensureAlphabet(variant: Variant): void {
if (hasAlphabet(variant)) return;
const rs = RULESETS[variant];
setAlphabet(
variant,
rs.letters.map((letter, index) => ({ index, letter, value: rs.values[index] })),
);
}
private gameView(entry: Live): GameView {
const { game, record } = entry;
this.ensureAlphabet(record.variant);
const seats: Seat[] = record.seats.map((s, i) => ({
seat: i,
accountId: s.accountId ?? `${LOCAL_ID_PREFIX}${s.kind}:${i}`,
displayName: s.name,
score: game.scoreOf(i),
hintsUsed: 0,
isWinner: game.isOver && i === game.winnerIndex,
}));
return {
id: record.id,
variant: record.variant,
dictVersion: record.dictVersion,
status: game.isOver ? 'finished' : 'active',
players: game.playerCount,
toMove: game.currentPlayer,
turnTimeoutSecs: 0,
multipleWordsPerTurn: record.multipleWords,
moveCount: game.moveCount,
endReason: game.isOver ? game.endReason : '',
lastActivityUnix: record.updatedAtUnix,
vsAi: !record.hotseat,
hotseat: !!record.hotseat,
unreadChat: false,
unreadMessages: false,
seats,
};
}
private moveResult(entry: Live, move: LocalMove, seat: number): MoveResult {
return {
move: this.moveRecord(entry.record.variant, move),
game: this.gameView(entry),
rack: entry.game.handOf(seat).map((t) => indexToLetter(entry.record.variant, t)),
bagLen: entry.game.bagLength,
};
}
private moveRecord(variant: Variant, m: LocalMove): MoveRecord {
const tiles: Tile[] = (m.tiles ?? []).map((t) => ({ row: t.row, col: t.col, letter: indexToLetter(variant, t.letter), blank: t.blank }));
const words = (m.words ?? []).map((w) => w.map((i) => indexToLetter(variant, i)).join('').toLowerCase());
return {
player: m.player,
action: m.action,
dir: m.dir === undefined ? '' : m.dir === 0 ? 'H' : 'V',
mainRow: m.mainRow ?? 0,
mainCol: m.mainCol ?? 0,
tiles,
words,
count: m.count ?? 0,
score: m.score,
total: m.total,
};
}
private moveFromGen(variant: Variant, player: number, gm: Move): MoveRecord {
const tiles: Tile[] = gm.tiles.map((t) => ({ row: t.row, col: t.col, letter: indexToLetter(variant, t.letter), blank: t.blank }));
const words = [gm.main, ...gm.cross].map((w) => w.letters.map((i) => indexToLetter(variant, i)).join('').toLowerCase());
return {
player,
action: 'play',
dir: gm.dir === 0 ? 'H' : 'V',
mainRow: gm.main.row,
mainCol: gm.main.col,
tiles,
words,
count: 0,
score: gm.score,
total: 0,
};
}
}
function nowUnix(): number {
return Math.floor(Date.now() / 1000);
}