Stage 17 round 6 (#4/#5/#6 backend): per-game draft store + conflict reset
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Foundation for persisting a player's client-side composition: a game_drafts table (game_id, account_id, rack_order, board_tiles jsonb) with raw-SQL store/service methods — GetDraft/SaveDraft (seated-player check) and, on every committed move, clearing the actor's own draft and resetting any opponent's board draft whose cell the play overlapped (the draft can no longer be placed; the rack order is kept). Integration tests cover the round-trip, the actor clear, the overlap reset, a non-conflicting survival, and the outsider rejection. The gateway op slice + UI wiring follow.
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-- +goose Up
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-- Stage 17: a per-(game, account) draft the server persists across reloads and devices —
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-- the player's preferred rack tile order (#4) and the tiles they have laid on the board but
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-- not yet submitted (#5/#6). board_tiles is reset when an opponent's committed move overlaps
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-- one of its cells (the draft can no longer be placed). Queried with raw SQL, so no
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-- generated jet code is needed.
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SET search_path = backend, pg_catalog;
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CREATE TABLE game_drafts (
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game_id uuid NOT NULL REFERENCES games (game_id) ON DELETE CASCADE,
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account_id uuid NOT NULL REFERENCES accounts (account_id) ON DELETE CASCADE,
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rack_order text NOT NULL DEFAULT '',
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board_tiles jsonb NOT NULL DEFAULT '[]',
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updated_at timestamptz NOT NULL DEFAULT now(),
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PRIMARY KEY (game_id, account_id)
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);
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-- +goose Down
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SET search_path = backend, pg_catalog;
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DROP TABLE game_drafts;
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