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).
This commit is contained in:
Ilia Denisov
2026-07-01 22:58:40 +02:00
parent f0399e1bbc
commit 5689f7f6a3
38 changed files with 2612 additions and 28 deletions
+22 -4
View File
@@ -36,12 +36,13 @@ export function createTransport(baseUrl: string): GatewayClient {
// exec runs one unary op, auto-retrying transient transport failures with capped backoff (so a
// dropped connection or a rate-limit recovers seamlessly) and driving the global Connecting
// indicator. A successful round-trip marks the gateway reachable; a domain result_code is final.
async function exec(messageType: string, payload: Uint8Array): Promise<Uint8Array> {
async function exec(messageType: string, payload: Uint8Array, signal?: AbortSignal): Promise<Uint8Array> {
for (let attempt = 0; ; attempt++) {
let res;
try {
res = await client.execute({ messageType, payload, requestId: '' }, { headers: headers() });
res = await client.execute({ messageType, payload, requestId: '' }, { headers: headers(), signal });
} catch (e) {
if (signal?.aborted) throw e; // an intentional cancel (e.g. the tiles moved) — do not retry
const err = toGatewayError(e);
if (retryable(err.code, messageType) && attempt < MAX_RETRIES) {
reportOffline();
@@ -62,6 +63,23 @@ export function createTransport(baseUrl: string): GatewayClient {
token = t;
},
async fetchDict(variant, version, opts) {
if (!token) throw new Error('fetchDict: no session');
// Low priority so the browser schedules the (large) dictionary behind the game's own
// requests — the move eval, state and live events — on a slow link (EDGE). Ignored
// where the Priority Hints API is unsupported (iOS WebKit), which is harmless. The
// signal aborts a stalled download so it stops holding the channel; reload (the debug
// "clear") bypasses the browser HTTP cache to force a fresh copy.
const res = await fetch(`${origin}/dict/${encodeURIComponent(variant)}/${encodeURIComponent(version)}`, {
headers: { authorization: `Bearer ${token}` },
priority: 'low',
signal: opts?.signal,
cache: opts?.reload ? 'reload' : undefined,
} as RequestInit);
if (!res.ok) throw new Error(`fetchDict ${variant}/${version}: HTTP ${res.status}`);
return res.arrayBuffer();
},
async authTelegram(initData) {
return codec.decodeSession(await exec('auth.telegram', codec.encodeTelegramLogin(initData, browserOffset())));
},
@@ -119,8 +137,8 @@ export function createTransport(baseUrl: string): GatewayClient {
async hint(id) {
return codec.decodeHintResult(await exec('game.hint', codec.encodeGameAction(id)));
},
async evaluate(id, tiles, variant) {
return codec.decodeEvalResult(await exec('game.evaluate', codec.encodeEval(id, tiles, variant)));
async evaluate(id, tiles, variant, signal) {
return codec.decodeEvalResult(await exec('game.evaluate', codec.encodeEval(id, tiles, variant), signal));
},
async checkWord(id, word, variant) {
return codec.decodeWordCheck(await exec('game.check_word', codec.encodeCheckWord(id, word, variant)));