feat(ui): single-word rule indicators + auto-match select redesign
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Surface the per-game "single word" rule to the client and refine the random-opponent New Game screen. - Wire: thread multiple_words_per_turn into the GameView and Invitation FlatBuffers tables (Go + TS regenerated), through pkg/wire builders and both the backend push-event and gateway REST paths. - In-game indicators (single-word games only): a small 1 in the status bar's score-preview slot (yields to the live preview) and a centred "One word per turn" label in the history-drawer header. Standard games show neither. - Invitation card gains a "One word per turn" line for single-word invitations. - Auto-match redesign: variant plaques are mutually-exclusive selects (highlight on tap, no longer enqueue); a lone offered variant is pre-selected; a bottom "Start game" button (disabled until a variant is chosen) confirms. The rule toggle appears once a Russian variant is selected. - Tests: e2e for the new auto flow and the in-game indicator (mock g3 is a single-word game); mock/data + fixtures carry the new field. Docs: UI_DESIGN.
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@@ -21,17 +21,18 @@ type SeatStanding struct {
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// (mirrors scrabblefb.GameView). LastActivityUnix is the lobby sort key: the current
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// turn's start for an active game, the finish time once finished.
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type GameSummary struct {
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ID string
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Variant string
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DictVersion string
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Status string
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Players int
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ToMove int
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TurnTimeoutSecs int
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MoveCount int
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EndReason string
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Seats []SeatStanding
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LastActivityUnix int64
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ID string
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Variant string
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DictVersion string
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Status string
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Players int
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ToMove int
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TurnTimeoutSecs int
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MultipleWordsPerTurn bool
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MoveCount int
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EndReason string
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Seats []SeatStanding
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LastActivityUnix int64
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}
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// AlphabetLetter is one variant alphabet entry (a display-only row) embedded in an
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@@ -75,15 +76,16 @@ type InvitationInvitee struct {
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// InvitationSummary is a friend-game invitation carried by the NotifyInvitation event so
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// the client adds it to its lobby list without a refetch (mirrors scrabblefb.Invitation).
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type InvitationSummary struct {
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ID string
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Inviter AccountRef
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Invitees []InvitationInvitee
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Variant string
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TurnTimeoutSecs int
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HintsAllowed bool
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HintsPerPlayer int
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DropoutTiles string
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Status string
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GameID string
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ExpiresAtUnix int64
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ID string
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Inviter AccountRef
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Invitees []InvitationInvitee
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Variant string
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TurnTimeoutSecs int
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HintsAllowed bool
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HintsPerPlayer int
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MultipleWordsPerTurn bool
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DropoutTiles string
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Status string
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GameID string
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ExpiresAtUnix int64
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}
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