feat(game): void unreplayable games as a draw instead of erroring
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A committed move that becomes illegal under a tightened rule (the single-word connectivity fix) makes engine replay fail, which left such games unopenable — an empty screen and an 'illegal play' error. Now the first open closes the game gracefully as a draw (engine.EndAborted -> end_reason 'aborted', no winner), preserves the journal, and surfaces an impersonal organizer note at the end of the move history and in the GCG export. - engine: EndAborted + Abort() (draw, no rack adjustment; winner -1). - service: replay aborts on ErrIllegalPlay; liveGame persists the void once (lazy, on open); GameState re-reads for the settled view. - store: VoidGame finishes the game and stamps a draw without a journal row. - migration 00002: allow end_reason 'aborted'. - ui: organizer note under the history grid; i18n en/ru. - docs: ARCHITECTURE 6/9.1, FUNCTIONAL(+ru), PRERELEASE MW3.
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@@ -36,6 +36,11 @@ func writeGCG(g Game, names []string, moves []HistoryMove) string {
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fmt.Fprintf(&b, "#note %s timed out (rack %s)\n", nick(mv.Seat), rack)
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}
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}
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// An aborted game ends in a draw because it could no longer be reconstructed; record it
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// as an impersonal organizer note (free-text #note; GCG readers ignore pragmas).
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if g.EndReason == "aborted" {
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fmt.Fprintln(&b, "#note [organizer] game could not be continued and was ended in a draw")
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}
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return b.String()
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}
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