A refused resume now leaves the room instead of showing a banner over a
dead board, and /play offers a fresh game there. Entering /play forgets
any stored token so it no longer races StartBotGame. An eliminated
player who reconnects stays a spectator. Held lobby actions wait for the
resume's RoomState; leaving while offline is not held. Chat clears its
draft only when the line was sent and cannot send while offline.
Also: away banners no longer announce every second; game over does not
steal focus from the chat field; the clock offset uses the lowest-RTT
pong; the history export numbers a resumed chain from its real length;
chat replay keeps existing ordinals; one .primary button class replaces
five copies; the footer links the data change list; the online heading
joins the type ramp. New component, connection and storage-guard tests.
Cover the fold toggle, the unread badge counting only while folded and
clearing on open, the recount after a fold-and-reread cycle, and send/clear.
Needed a resolve.conditions fix in vite.config.js gated on process.env.VITEST
so Vitest picks svelte's client runtime instead of its SSR one for mount();
vite dev and vite build are untouched.
Create a room and share a six-character code or an invite link; join by either.
The waiting room shows the code until an opponent arrives. During a game the
opponent's disconnection raises a banner with the grace countdown, and their
return clears it. When the game ends, the rematch prompt appears only while an
offer is actually open, so there is never a button that can only produce an
error.
The board is now one component both modes render, which is what makes online
play the same screen as the bot game rather than a second implementation of it.
Room codes are normalized by stripping separators and reading the code out of a
pasted invite link, and nothing else. Filtering out every character outside the
alphabet would turn any sentence into six plausible letters and send the player
to a room that was never theirs.
The socket now opens when the player asks for a room, not on arrival: the
handshake carries the nickname once, and a socket opened before they typed it
introduced them under whatever was stored beforehand. A tab that already holds
a session reconnects immediately instead, so refreshing mid-game returns to the
game. A resume the server cannot honour is dropped quietly rather than opening
the lobby with an error the player did nothing to cause.
The client also notices a socket that fails without closing. Nothing did
before, so the page kept showing a live connection and a running countdown over
a socket nothing could reach. A tick that fired late is ignored, because a
backgrounded tab has its timers throttled and would otherwise close a healthy
connection every time the player switched away.
The board, the home screen and the game-over panel, in Vietnamese, served by
the Go binary as a static single-page app.
The store is a reducer over ServerMessage and computes nothing. Validity, turn
order, scores and the result are read from the wire, which is what lets one
screen serve the bot now and online play later. Every Vietnamese string lives in
one module, including the map from RejectReason to a message, so the server can
send UI keys instead of prose.
The word field is uncontrolled. A Telex or VNI input method composes a diacritic
across several keystrokes, and writing the value back on each one cancels the
composition. It is read on submit and cleared only there.
The countdown is drawn against the server's clock, estimated from the ping round
trip, and settles 300ms early so the ring never claims more time than the server
allows.
The screen owns the socket and the game while it is mounted, and gives the
current game up on the way out. Asking for a game is stored intent rather than a
condition inferred from the board being empty: clearing the board for a rematch
is that same condition, so the inference sent a second StartBotGame and the
server built two rooms that then destroyed each other.
A test greps the built bundle for dictionary words and holds a size budget, so
the wordlist cannot reach the browser unnoticed. Another reads the error codes
out of the Go transport and fails when one has no Vietnamese message.