Stage 2: engine package over scrabble-solver (registry, bag, Game, replay)
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backend/internal/engine wraps the sibling scrabble-solver library in-process:

- Registry: versioned DAWG load via dafsa.Load, keyed by (variant, dict_version),
  latest-per-variant; English / Russian / Эрудит handled uniformly.
- Bag: own deterministic, seeded tile bag with Draw + Return (for exchanges),
  since the solver's self-play bag cannot return tiles.
- Game: pure rules engine — deal, play/pass/exchange/resign, refill, per-move
  scoring, turn order, and end-condition detection (empty bag + empty rack, six
  scoreless turns, resignation) with end-game rack adjustment.
- decode/ReplayBoard: dictionary-independent MoveRecords and board replay via
  scrabble.Apply (no internal/encoding), realising ARCHITECTURE §9.1.

Wiring: go.work gains "replace scrabble-solver => ../scrabble-solver"; backend
requires scrabble-solver (placeholder) and github.com/iliadenisov/dafsa directly.
Both Go CI workflows clone the public solver sibling (master HEAD, no token) and
set BACKEND_DICT_DIR.

Docs: ARCHITECTURE §5/§14, TESTING engine layer, backend README, and PLAN
refinements + deferred TODOs (publish/version solver; split engine vs dictionary
generator).
This commit is contained in:
Ilia Denisov
2026-06-02 15:10:08 +02:00
parent 7bd461bfc7
commit 6d0dd4fb14
19 changed files with 1590 additions and 19 deletions
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// Package engine is the backend's in-process bridge to the scrabble-solver
// library. It catalogues the playable variants, loads versioned dictionaries
// into a registry of solvers, and exposes a pure rules engine (the in-memory
// Game) that drives a match through legal plays, passes, exchanges and
// resignations while detecting the end of the game.
//
// Two invariants shape the package. First, the solver speaks alphabet-index
// bytes that are meaningful only alongside the matching ruleset; every value
// that leaves the engine for persistence or display is decoded to concrete
// characters (see decode.go and docs/ARCHITECTURE.md §9.1), so archived games
// replay independently of any dictionary. Second, the engine owns rules and
// scoring only: turn scheduling, the 24-hour timeout, persistence and transport
// belong to the game domain in a later stage.
package engine
import (
"errors"
"fmt"
"scrabble-solver/rules"
)
// Variant identifies a Scrabble variant the backend offers. Each maps to a
// scrabble-solver ruleset and a committed dictionary.
type Variant uint8
const (
// VariantEnglish is standard English Scrabble (the SOWPODS dictionary).
VariantEnglish Variant = iota
// VariantRussianScrabble is Russian Scrabble.
VariantRussianScrabble
// VariantErudit is the Russian "Эрудит" variant.
VariantErudit
)
// String returns the variant's stable identifier, used in logs and as a metadata
// label on persisted games.
func (v Variant) String() string {
switch v {
case VariantEnglish:
return "english"
case VariantRussianScrabble:
return "russian_scrabble"
case VariantErudit:
return "erudit"
}
return "unknown"
}
// ruleset returns the scrabble-solver ruleset backing the variant and true, or
// (nil, false) for an unrecognised variant.
func (v Variant) ruleset() (*rules.Ruleset, bool) {
switch v {
case VariantEnglish:
return rules.English(), true
case VariantRussianScrabble:
return rules.RussianScrabble(), true
case VariantErudit:
return rules.Erudit(), true
}
return nil, false
}
// Variants returns the variants the backend offers, in catalogue order.
func Variants() []Variant {
return []Variant{VariantEnglish, VariantRussianScrabble, VariantErudit}
}
// Ruleset returns the scrabble-solver ruleset for variant. It needs no
// dictionary, so it supports dictionary-independent board replay (see
// ReplayBoard) from a finished game's variant metadata alone.
func Ruleset(v Variant) (*rules.Ruleset, error) {
rs, ok := v.ruleset()
if !ok {
return nil, fmt.Errorf("%w: %d", ErrUnknownVariant, v)
}
return rs, nil
}
// Sentinel errors returned across the engine. Callers match them with
// errors.Is; the wrapped detail carries the offending value.
var (
// ErrUnknownVariant is returned for a variant the engine does not recognise.
ErrUnknownVariant = errors.New("engine: unknown variant")
// ErrUnknownVersion is returned when no dictionary is registered for a
// (variant, version) pair.
ErrUnknownVersion = errors.New("engine: unknown dictionary version")
// ErrIllegalPlay wraps a solver validation failure: off-board geometry, a
// word absent from the dictionary, or a play that does not connect.
ErrIllegalPlay = errors.New("engine: illegal play")
// ErrTilesNotOnRack is returned when a play or exchange references tiles the
// acting player does not hold.
ErrTilesNotOnRack = errors.New("engine: tiles not on the player's rack")
// ErrNotEnoughTilesToExchange is returned when an exchange is attempted while
// the bag holds fewer tiles than a full rack.
ErrNotEnoughTilesToExchange = errors.New("engine: not enough tiles in the bag to exchange")
// ErrNothingToExchange is returned for an exchange of zero tiles.
ErrNothingToExchange = errors.New("engine: exchange requires at least one tile")
// ErrGameOver is returned when a transition is attempted on a finished game.
ErrGameOver = errors.New("engine: game is over")
)