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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@@ -93,17 +93,18 @@ type SeatResp struct {
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// GameResp is the shared game summary.
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type GameResp struct {
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ID string `json:"id"`
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Variant string `json:"variant"`
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DictVersion string `json:"dict_version"`
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Status string `json:"status"`
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Players int `json:"players"`
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ToMove int `json:"to_move"`
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TurnTimeoutSecs int `json:"turn_timeout_secs"`
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MoveCount int `json:"move_count"`
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EndReason string `json:"end_reason"`
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LastActivityUnix int64 `json:"last_activity_unix"`
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Seats []SeatResp `json:"seats"`
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ID string `json:"id"`
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Variant string `json:"variant"`
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DictVersion string `json:"dict_version"`
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Status string `json:"status"`
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Players int `json:"players"`
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ToMove int `json:"to_move"`
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TurnTimeoutSecs int `json:"turn_timeout_secs"`
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MultipleWordsPerTurn bool `json:"multiple_words_per_turn"`
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MoveCount int `json:"move_count"`
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EndReason string `json:"end_reason"`
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LastActivityUnix int64 `json:"last_activity_unix"`
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Seats []SeatResp `json:"seats"`
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}
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// MoveResultResp is the outcome of a committed move. Rack carries the actor's refilled rack as
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