feat: on-device move preview (local eval) with network fallback
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Score and validate a tentative move on-device instead of a per-arrangement network
round trip. The dawg reader and the validate/score/direction slice of the
scrabble-solver engine are ported to TypeScript (ui/src/lib/dict), pinned
byte-for-byte to the Go engine by a `conformance` CI job (full-dictionary reader
parity plus a battery of plays across every variant and both cross-word rules,
including the inferred orientation). The server stays authoritative — submit_play
re-validates — so the local result is an advisory accelerator only.
- backend: Registry.DictBytes + an authed GET /api/v1/user/dict/{variant}/{version}
(immutable) streaming the pinned per-game dawg; caddy routes /dict to the gateway.
- gateway: a session-gated /dict edge route proxying it; fetchDict on the transport.
- client: the dictionary loads on game open (low priority so it never starves the
game on a slow link; aborted at a 5s cap or when leaving the game), is cached in
IndexedDB (best-effort, self-healing on a rejected blob) and reused across
sessions; a warm-up overlay covers a cold load, then the network preview is the
fallback; a bad-connection breaker stops warming after repeated misses; the move
preview cancels its in-flight request when the tiles change.
- parity generators backend/cmd/{dictgen,validategen} + gated Vitest suites, run in
CI against the release dictionaries. A hidden debug readout lists the cached
dictionaries + breaker state, and its reset clears the cache.
- docs: ARCHITECTURE §5, TESTING, UI_DESIGN, FUNCTIONAL (+ru).
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@@ -19,8 +19,10 @@ import { join } from 'node:path';
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const DIST = 'dist';
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// Per-chunk gzip budgets in KB.
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const BUDGET = { app: 100, shared: 30, landing: 5 };
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// Per-chunk gzip budgets in KB. The app entry was raised to 110 when the local
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// move-preview wiring landed (the heavy dict subsystem stays in lazy chunks; this
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// covers the small in-entry game/debug wiring it needs).
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const BUDGET = { app: 110, shared: 30, landing: 5 };
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// gzipped returns the gzipped byte size of a built asset, or 0 when the reference is not a
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// local file (e.g. the Telegram SDK loaded from a CDN) or is missing.
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