Games: cross-device sync + overlap colour-blend
Two game polish items:
- Word Search: overlapping cells now multiply-blend the crossing words' colours
(deepening to a darker shade with readable text) instead of the newest colour
stomping the rest — matches the new interlocking grids.
- Cross-device game-state sync (signed-in): per-puzzle progress + stats now
follow you between devices. New game_state table; server-side merge on every
save so two devices converge regardless of push order, tailored per game:
* Word Search → UNION of finds (monotonic; can't un-find), earliest start,
best completion time.
* Word → furthest-progress wins (terminal beats in-progress; more guesses
beats fewer) — picks one device's game whole, never splices guesses.
Stats (streak/distribution/best) derived server-side from the synced states,
so they're consistent instead of per-device counters. Endpoints GET/PUT
/api/games/state + GET /api/games/stats (signed-in; size-capped). Frontend is
local-first: games paint instantly from localStorage, then reconcile in the
background; both game components push debounced on each move and adopt the
merge. Conflict handling unit-tested + an API two-device convergence test.
235→ tests + 11 vitest green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -350,6 +350,13 @@ class WordGuessRequest(BaseModel):
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n: int = 1 # this guess's position (1-based); the answer is revealed only at n >= max
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class GameStateBody(BaseModel):
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game: str
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variant: str
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date: str
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state: dict = {}
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class WordPoolBody(BaseModel):
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word: str
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@@ -1567,6 +1574,42 @@ def create_app() -> FastAPI:
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raise HTTPException(status_code=400, detail=res["error"])
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return res
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# --- Cross-device game state sync (signed-in only; merged server-side) ---
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def _game_ok(game: str, variant: str) -> bool:
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return (game == "word" and variant in games.WORD_VARIANTS) or \
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(game == "wordsearch" and variant in games.WS_TIERS)
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@app.get("/api/games/state")
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def game_state_get(game: str, variant: str, date: str, request: Request) -> dict:
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if not _game_ok(game, variant):
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raise HTTPException(status_code=404, detail="no such game")
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with get_conn() as conn:
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user = _current_user(conn, request)
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if not user:
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return {"state": None}
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return {"state": games.load_game_state(conn, user["id"], game, variant, date[:10])}
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@app.put("/api/games/state")
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def game_state_put(body: GameStateBody, request: Request) -> dict:
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if not _game_ok(body.game, body.variant):
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raise HTTPException(status_code=404, detail="no such game")
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if len(json.dumps(body.state)) > 20000: # a real game state is tiny — reject junk
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raise HTTPException(status_code=413, detail="state too large")
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with get_conn() as conn:
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user = _current_user(conn, request)
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if not user:
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return {"state": body.state} # signed out → no sync, just echo
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merged = games.save_game_state(conn, user["id"], body.game, body.variant, body.date[:10], body.state or {})
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return {"state": merged}
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@app.get("/api/games/stats")
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def game_stats_get(game: str, variant: str, request: Request) -> dict:
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if not _game_ok(game, variant):
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raise HTTPException(status_code=404, detail="no such game")
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with get_conn() as conn:
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user = _current_user(conn, request)
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return {"stats": games.game_stats(conn, user["id"], game, variant) if user else None}
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# --- Admin: Daily Word pool curation ---
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@app.get("/api/admin/word/lookup")
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def admin_word_lookup(word: str, request: Request) -> dict:
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@@ -300,6 +300,16 @@ CREATE TABLE IF NOT EXISTS daily_puzzles (
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UNIQUE (puzzle_date, game, variant)
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);
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CREATE TABLE IF NOT EXISTS game_state (
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user_id INTEGER NOT NULL REFERENCES users(id) ON DELETE CASCADE,
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game TEXT NOT NULL, -- 'word' | 'wordsearch'
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variant TEXT NOT NULL, -- '5'|'6' | 'small'|'med'|'large'
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puzzle_date TEXT NOT NULL,
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state_json TEXT NOT NULL, -- per-puzzle progress; merged server-side on save
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updated_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
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PRIMARY KEY (user_id, game, variant, puzzle_date)
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);
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CREATE TABLE IF NOT EXISTS user_follows (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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user_id INTEGER NOT NULL REFERENCES users(id) ON DELETE CASCADE,
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@@ -540,6 +540,111 @@ def _build_grid(words: list[str], size: int, seed: int) -> tuple[list[str], list
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return ["".join(row) for row in grid], placed
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# --- Cross-device game state sync -------------------------------------------
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# Per-puzzle progress is merged SERVER-SIDE on every save, so two devices
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# converge regardless of push order. The merge is tailored to each game's nature.
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def _merge_wordsearch(a: dict, b: dict) -> dict:
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"""Union the found words (a find is monotonic — you can't un-find one, so the
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union is always correct), keep the earliest start and the best (min) time."""
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by_word = {}
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for fw in list(a.get("foundWords") or []) + list(b.get("foundWords") or []):
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w = fw.get("word") if isinstance(fw, dict) else None
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if w and w not in by_word:
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by_word[w] = fw
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starts = [s for s in (a.get("startTime"), b.get("startTime")) if s]
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times = [m for m in (a.get("ms"), b.get("ms")) if m]
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return {
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"foundWords": list(by_word.values()),
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"startTime": min(starts) if starts else 0,
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"ms": min(times) if times else 0,
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}
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def _word_rank(s: dict) -> tuple:
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return (1 if s.get("status") in ("won", "lost") else 0, len(s.get("guesses") or []))
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def _merge_word(a: dict, b: dict) -> dict:
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"""Furthest progress wins: a finished game beats in-progress, more guesses
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beats fewer. Picks one device's game WHOLE — never splices guess sequences."""
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return a if _word_rank(a) >= _word_rank(b) else b
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def merge_game_state(game: str, a: dict | None, b: dict | None) -> dict:
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if not a:
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return dict(b or {})
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if not b:
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return dict(a or {})
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return _merge_wordsearch(a, b) if game == "wordsearch" else _merge_word(a, b)
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def load_game_state(conn: sqlite3.Connection, user_id: int, game: str, variant: str, date: str) -> dict | None:
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row = conn.execute(
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"SELECT state_json FROM game_state WHERE user_id=? AND game=? AND variant=? AND puzzle_date=?",
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(user_id, game, variant, date),
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).fetchone()
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if not row:
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return None
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try:
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return json.loads(row["state_json"])
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except (ValueError, TypeError):
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return None
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def save_game_state(conn: sqlite3.Connection, user_id: int, game: str, variant: str,
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date: str, incoming: dict) -> dict:
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"""Merge incoming with the stored state (server-authoritative) and persist."""
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stored = load_game_state(conn, user_id, game, variant, date)
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merged = merge_game_state(game, stored, incoming or {})
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conn.execute(
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"INSERT INTO game_state (user_id, game, variant, puzzle_date, state_json, updated_at) "
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"VALUES (?,?,?,?,?,CURRENT_TIMESTAMP) "
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"ON CONFLICT(user_id, game, variant, puzzle_date) DO UPDATE SET "
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"state_json=excluded.state_json, updated_at=CURRENT_TIMESTAMP",
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(user_id, game, variant, date, json.dumps(merged)),
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)
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conn.commit()
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return merged
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def game_stats(conn: sqlite3.Connection, user_id: int, game: str, variant: str) -> dict:
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"""Derive the player's record for a variant from their synced states, so
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streak / distribution / best are consistent across devices (not per-device counters)."""
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rows = conn.execute(
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"SELECT puzzle_date, state_json FROM game_state "
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"WHERE user_id=? AND game=? AND variant=? ORDER BY puzzle_date DESC",
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(user_id, game, variant),
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).fetchall()
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states = []
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for r in rows:
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try:
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states.append(json.loads(r["state_json"]))
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except (ValueError, TypeError):
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pass
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if game == "wordsearch":
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times = [s.get("ms") for s in states if s.get("ms")]
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return {"completed": sum(1 for s in states if s.get("ms")), "best": min(times) if times else 0}
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played = won = 0
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dist: dict[int, int] = {}
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streak = 0
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streak_open = True # consecutive wins counting back from newest (matches the old local counter)
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for s in states:
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st = s.get("status")
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if st in ("won", "lost"):
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played += 1
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if st == "won":
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won += 1
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g = len(s.get("guesses") or [])
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dist[g] = dist.get(g, 0) + 1
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if streak_open:
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streak += 1
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elif st == "lost":
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streak_open = False
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# 'playing' (e.g. today unfinished) neither counts nor breaks the streak
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return {"played": played, "won": won, "streak": streak, "dist": dist}
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def wordsearch_response(conn: sqlite3.Connection, date: str, size: str = "med") -> dict:
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"""Public shape for a size tier: theme + placed words + grid. The grid is meant
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to be seen — the play is finding the words — so there's nothing to hide."""
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