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The in-game hint badge re-fetched on entry and, for a game where it was the player's turn, showed a too-high count that "reset" (e.g. back to 11) — the wallet hint spent in another game was not reflected. Root cause: the server sends one hints_remaining = per-game allowance + global wallet, and the client cached that combined number per game. The wallet is global, so spending a wallet hint in one game left every other game's cached count stale (a my-turn game holds the stalest value: the opponent-moved delta preserves the old number, whereas a game you just moved in re-cached a fresh one). The backend allowance-then-wallet spend order was already correct. Fix: split the two. StateView/HintResult gain a trailing wallet_balance field (the global wallet alone); the client derives the per-game allowance as hints_remaining - wallet_balance (stable, cacheable) and reads the wallet live from the profile, refreshing it from every state/hint response. The badge is allowance + live wallet, so a wallet hint anywhere updates every game at once. - wire: scrabble.fbs StateView/HintResult + pkg/wire.BuildStateView (the single encoder for both the gateway transcode and the backend's event StateView), gateway encode + resp structs, regen. - backend: game StateView/HintResult + service (GameState/Hint) + eventwire + notify PlayerState/encode + server DTOs. - ui: lib/hints.ts (pure hintsLeft), Game.svelte (badge + syncWallet on load/hint, carry wallet_balance through applyMoveResult), codec/model, mock. - docs: ARCHITECTURE §Hint. Tests: hints.ts unit (incl. the staleness case), TestHintPolicy extended (wallet_balance + allowance-first), gateway state/hint round-trips.
27 lines
1.3 KiB
TypeScript
27 lines
1.3 KiB
TypeScript
// Hint-count derivation, kept out of the .svelte component so it is unit-testable.
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//
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// The badge shows the per-game hint allowance remaining plus the player's global hint
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// wallet. The server's hints_remaining folds the two together, but the wallet is global —
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// shared across every game — so caching the combined number per game makes it go stale the
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// moment a wallet hint is spent in another game. We therefore split it: the per-game
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// allowance is hints_remaining - wallet_balance (both from the same fetch, so it is stable
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// and cacheable), and the wallet is read live from the global profile, never the per-game
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// snapshot.
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import type { StateView } from './model';
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/**
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* hintsLeft is the hint count for the badge: the per-game allowance remaining (the view's
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* hints_remaining minus the wallet snapshot baked into that same view) plus the live global
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* wallet balance. Passing the live wallet (not view.walletBalance) is what keeps the count
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* correct when a wallet hint was spent in another game since this view was fetched.
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*/
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export function hintsLeft(
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view: Pick<StateView, 'hintsRemaining' | 'walletBalance'> | null,
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walletBalance: number,
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): number {
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if (!view) return 0;
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const allowance = Math.max(0, view.hintsRemaining - view.walletBalance);
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return allowance + Math.max(0, walletBalance);
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}
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