Make the clock behave on iOS
Two real bugs, both worst on iOS: The frame was taller than the screen in Safari. .app declared `height:100dvh;height:100vh`, so the fallback won and 100vh on iOS is the large viewport — the control bar and part of the bottom panel sat behind the toolbar. The declarations are now in the right order. The wake lock never came back. iOS drops it whenever the app backgrounds, but `lock` was never cleared, so the `!lock` guard blocked every later re-request and the screen started sleeping mid-game. It now listens for `release` and clears the handle; against a stubbed API the old code stays at one request after a release-and-return, the new code makes a second. Smaller iOS fixes: claim a playback audio session so the ringer switch doesn't silence the clock (this pauses other audio — the README says how to drop it), resume the audio context when returning from the background, suppress the long-press callout, keep sheet scrolling from rubber-banding the app, back 88dvh with 88vh, and name the home-screen icon. Untested on real hardware — there's no WebKit engine here, so this is a code audit plus a Chromium regression run. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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/* Cache-first: once installed the clock never touches the network again. */
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const CACHE = "bgclock-v2";
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const CACHE = "bgclock-v3";
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const FILES = [
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"./",
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"./index.html",
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