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.
This commit is contained in:
Ilia Denisov
2026-06-14 16:57:27 +02:00
parent ff87a3bf62
commit 222eaf730f
15 changed files with 299 additions and 2 deletions
+10 -2
View File
@@ -321,7 +321,9 @@ Key points:
becomes an automatic resignation, applied by a background sweeper. The sweeper
honours each player's **away window** — a daily local-time sleep interval on the
account (default 00:0007:00, midnight-cross aware) — so a player is never
timed out while asleep.
timed out while asleep. A game whose journal can no longer be replayed — a
committed move made illegal by a later rule change — is instead closed as a
**draw** (`aborted`) on the next open, never left unopenable (§9.1).
- **Players**: auto-match is always 2 players; friend games are 24 players.
`backend` owns turn order and the bag for any player count. A resignation or
timeout in a two-player game ends it with the other player winning. In a game
@@ -525,7 +527,13 @@ re-deriving it, so the rebuild matches the committed game) and to render history
dictionary**: the board for visual replay is reconstructed by applying placements
onto an empty grid, since moves were validated at play time and scores are
stored. `variant` and `dict_version` are kept as **metadata only** (audit,
complaint review), never as a replay dependency. **GCG export** is derived from
complaint review), never as a replay dependency. Engine replay re-validates each
move, so a committed move that **later becomes illegal** under a tightened rule
(e.g. the single-word connectivity rule) would make the rebuild fail; rather than
leave the game unopenable, the next open closes it gracefully as a **draw**
(`engine.EndAborted``end_reason='aborted'`, all seats marked non-winners),
preserves the journal intact, and surfaces an impersonal **organizer note** at the
end of the history and in the GCG export (a free-text `#note`). **GCG export** is derived from
the same rows and is likewise self-contained — we ship our own writer (the solver
exposes none): the standard Poslfit dialect (UTF-8, `#player`/`#lexicon`
pragmas, `8G`/`H8` coordinates, lower-case blanks, `.` pass-throughs, `-TILES`