Stage 13: alphabet on the wire (UI alphabet-agnostic, TODO-4)
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Live play now exchanges per-variant alphabet indices instead of concrete letters (rack out; submit-play, evaluate, exchange, word-check in). The client caches each variant's (index, letter, value) table behind StateRequest.include_alphabet and renders the rack and blank chooser from it, dropping the hardcoded value/alphabet tables. History, the durable journal and GCG stay decoded concrete characters (ARCHITECTURE §9.1, unchanged). - pkg/fbs: new AlphabetEntry + PlayTile; StateView.rack -> [ubyte] + alphabet; StateRequest.include_alphabet; SubmitPlay/Eval tiles -> [PlayTile]; Exchange tiles + CheckWord word -> [ubyte] (committed Go + TS regenerated). - engine: AlphabetTable + a cached per-variant codec (LetterForIndex/EncodeRack/ DecodeTiles/DecodeWord) + BlankIndex sentinel; Go parity test. - backend server edge maps index<->letter (new thin game.Service.GameVariant); game.Service domain methods, engine.Game and the robot keep one letter-based play path. The gateway forwards indices verbatim (no alphabet table). - ui: lib/alphabet.ts in-memory cache; codec encodes/decodes indices; premiums.ts is geometry-only; the mock seeds a fixture table; the UI normalises display to upper case (codec + cache), leaving placement/board/checkword unchanged. Parity moved to the Go engine.AlphabetTable test; premiums.ts loses its value tables. Discharges TODO-4.
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@@ -428,6 +428,26 @@ func TestHintPolicy(t *testing.T) {
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}
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}
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// TestGameVariant covers the edge's lightweight variant lookup (Stage 13): it returns the
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// created game's variant and ErrNotFound for an unknown id.
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func TestGameVariant(t *testing.T) {
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ctx := context.Background()
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svc := newGameService()
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seats := []uuid.UUID{provisionAccount(t), provisionAccount(t)}
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g, err := svc.Create(ctx, game.CreateParams{
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Variant: engine.VariantEnglish, Seats: seats, TurnTimeout: time.Hour, Seed: 1,
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})
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if err != nil {
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t.Fatalf("create: %v", err)
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}
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if v, err := svc.GameVariant(ctx, g.ID); err != nil || v != engine.VariantEnglish {
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t.Fatalf("GameVariant = %v, %v; want english, nil", v, err)
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}
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if _, err := svc.GameVariant(ctx, uuid.New()); !errors.Is(err, game.ErrNotFound) {
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t.Errorf("GameVariant(unknown) = %v, want ErrNotFound", err)
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}
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}
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// TestCheckWordAndComplaint covers the word-check tool and complaint capture.
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func TestCheckWordAndComplaint(t *testing.T) {
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ctx := context.Background()
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