Stage 13: alphabet on the wire (UI alphabet-agnostic, TODO-4)
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Tests · UI / test (pull_request) Successful in 19s
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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@@ -101,13 +101,24 @@ type moveResultDTO struct {
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Game gameDTO `json:"game"`
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}
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// stateDTO is a player's view of a game.
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// alphabetEntryDTO is one letter of a variant's alphabet (its index, concrete letter and
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// tile value), embedded in the state view for display only when the client requests it
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// (Stage 13).
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type alphabetEntryDTO struct {
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Index int `json:"index"`
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Letter string `json:"letter"`
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Value int `json:"value"`
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}
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// stateDTO is a player's view of a game. Rack carries wire alphabet indices (Stage 13; a
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// blank is engine.BlankIndex). Alphabet is present only when the request asked for it.
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type stateDTO struct {
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Game gameDTO `json:"game"`
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Seat int `json:"seat"`
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Rack []string `json:"rack"`
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BagLen int `json:"bag_len"`
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HintsRemaining int `json:"hints_remaining"`
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Game gameDTO `json:"game"`
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Seat int `json:"seat"`
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Rack []int `json:"rack"`
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BagLen int `json:"bag_len"`
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HintsRemaining int `json:"hints_remaining"`
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Alphabet []alphabetEntryDTO `json:"alphabet,omitempty"`
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}
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// matchDTO reports whether the caller has been paired into a game.
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@@ -217,15 +228,32 @@ func moveResultDTOFrom(r game.MoveResult) moveResultDTO {
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return moveResultDTO{Move: moveRecordDTOFrom(r.Move), Game: gameDTOFromGame(r.Game)}
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}
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// stateDTOFrom projects a player's state view into its DTO.
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func stateDTOFrom(v game.StateView) stateDTO {
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return stateDTO{
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// stateDTOFrom projects a player's state view into its DTO, encoding the rack as wire
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// alphabet indices (Stage 13). When includeAlphabet is set it also embeds the variant's
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// display table, which the client caches per variant and renders the rack with.
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func stateDTOFrom(v game.StateView, includeAlphabet bool) (stateDTO, error) {
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rack, err := engine.EncodeRack(v.Game.Variant, v.Rack)
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if err != nil {
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return stateDTO{}, err
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}
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dto := stateDTO{
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Game: gameDTOFromGame(v.Game),
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Seat: v.Seat,
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Rack: v.Rack,
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Rack: rack,
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BagLen: v.BagLen,
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HintsRemaining: v.HintsRemaining,
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}
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if includeAlphabet {
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tab, err := engine.AlphabetTable(v.Game.Variant)
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if err != nil {
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return stateDTO{}, err
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}
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dto.Alphabet = make([]alphabetEntryDTO, len(tab))
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for i, e := range tab {
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dto.Alphabet[i] = alphabetEntryDTO{Index: int(e.Index), Letter: e.Letter, Value: e.Value}
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}
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}
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return dto, nil
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}
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// matchDTOFrom projects an enqueue/poll result into its DTO.
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@@ -3,6 +3,7 @@ package server
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import (
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"context"
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"net/http"
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"strconv"
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"github.com/gin-gonic/gin"
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"github.com/google/uuid"
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@@ -51,9 +52,10 @@ type chatListDTO struct {
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Messages []chatDTO `json:"messages"`
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}
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// exchangeRequest swaps the given rack tiles back into the bag.
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// exchangeRequest swaps the given rack tiles back into the bag. Tiles are wire alphabet
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// indices (Stage 13); a blank is engine.BlankIndex.
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type exchangeRequest struct {
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Tiles []string `json:"tiles"`
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Tiles []int `json:"tiles"`
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}
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// complaintRequest disputes a word-check result.
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@@ -125,7 +127,17 @@ func (s *Server) handleExchange(c *gin.Context) {
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abortBadRequest(c, "invalid request body")
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return
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}
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res, err := s.games.Exchange(c.Request.Context(), gameID, uid, req.Tiles)
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variant, err := s.games.GameVariant(c.Request.Context(), gameID)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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tiles, err := engine.DecodeTiles(variant, req.Tiles)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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res, err := s.games.Exchange(c.Request.Context(), gameID, uid, tiles)
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if err != nil {
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s.abortErr(c, err)
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return
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@@ -180,9 +192,15 @@ func (s *Server) handleEvaluate(c *gin.Context) {
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abortBadRequest(c, "dir must be H or V")
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return
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}
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tiles := make([]engine.TileRecord, 0, len(req.Tiles))
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for _, t := range req.Tiles {
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tiles = append(tiles, engine.TileRecord{Row: t.Row, Col: t.Col, Letter: t.Letter, Blank: t.Blank})
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variant, err := s.games.GameVariant(c.Request.Context(), gameID)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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tiles, err := tilesFromRequest(variant, req)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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ev, err := s.games.EvaluatePlay(c.Request.Context(), gameID, uid, dir, tiles)
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if err != nil {
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@@ -192,13 +210,29 @@ func (s *Server) handleEvaluate(c *gin.Context) {
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c.JSON(http.StatusOK, evalResultDTO{Legal: ev.Valid, Score: ev.Score, Words: ev.Words})
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}
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// handleCheckWord looks a word up in the game's pinned dictionary.
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// handleCheckWord looks a word up in the game's pinned dictionary. The word arrives as
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// repeated ?idx= alphabet indices (Stage 13); the backend decodes them to the concrete
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// word for the lookup and echoes that concrete word back for the client's result cache.
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func (s *Server) handleCheckWord(c *gin.Context) {
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_, gameID, ok := s.userGame(c)
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if !ok {
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return
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}
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word := c.Query("word")
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idx, err := queryIndexes(c, "idx")
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if err != nil {
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abortBadRequest(c, "invalid word")
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return
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}
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variant, err := s.games.GameVariant(c.Request.Context(), gameID)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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word, err := engine.DecodeWord(variant, idx)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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legal, err := s.games.CheckWord(c.Request.Context(), gameID, word)
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if err != nil {
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s.abortErr(c, err)
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@@ -207,6 +241,21 @@ func (s *Server) handleCheckWord(c *gin.Context) {
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c.JSON(http.StatusOK, wordCheckDTO{Word: word, Legal: legal})
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}
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// queryIndexes parses repeated integer query parameters (e.g. ?idx=2&idx=0) into a slice.
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// It carries a word-check query as alphabet indices on a GET (Stage 13).
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func queryIndexes(c *gin.Context, key string) ([]int, error) {
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raw := c.QueryArray(key)
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out := make([]int, 0, len(raw))
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for _, s := range raw {
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n, err := strconv.Atoi(s)
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if err != nil {
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return nil, err
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}
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out = append(out, n)
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}
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return out, nil
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}
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// handleComplaint files a word-check complaint into the admin review queue.
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func (s *Server) handleComplaint(c *gin.Context) {
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uid, gameID, ok := s.userGame(c)
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@@ -26,17 +26,33 @@ func (s *Server) handleProfile(c *gin.Context) {
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c.JSON(http.StatusOK, profileResponseFor(acc))
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}
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// submitPlayRequest places tiles in a direction on the player's turn.
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// submitPlayRequest places tiles in a direction on the player's turn. Each tile's Letter
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// is a wire alphabet index (Stage 13); for a blank it is the designated letter's index.
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type submitPlayRequest struct {
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Dir string `json:"dir"`
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Tiles []struct {
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Row int `json:"row"`
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Col int `json:"col"`
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Letter string `json:"letter"`
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Blank bool `json:"blank"`
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Row int `json:"row"`
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Col int `json:"col"`
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Letter int `json:"letter"`
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Blank bool `json:"blank"`
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} `json:"tiles"`
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}
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// tilesFromRequest maps a play/evaluate request's index-addressed tiles to engine tile
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// records for the game's variant (Stage 13: a placed blank carries its designated letter's
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// index with Blank set). An out-of-range index surfaces as engine.ErrIllegalPlay (HTTP 400).
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func tilesFromRequest(variant engine.Variant, req submitPlayRequest) ([]engine.TileRecord, error) {
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tiles := make([]engine.TileRecord, 0, len(req.Tiles))
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for _, t := range req.Tiles {
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letter, err := engine.LetterForIndex(variant, t.Letter)
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if err != nil {
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return nil, err
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}
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tiles = append(tiles, engine.TileRecord{Row: t.Row, Col: t.Col, Letter: letter, Blank: t.Blank})
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}
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return tiles, nil
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}
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// handleSubmitPlay validates, scores and commits a placement.
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func (s *Server) handleSubmitPlay(c *gin.Context) {
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uid, ok := userID(c)
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@@ -59,9 +75,15 @@ func (s *Server) handleSubmitPlay(c *gin.Context) {
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abortBadRequest(c, "dir must be H or V")
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return
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}
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tiles := make([]engine.TileRecord, 0, len(req.Tiles))
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for _, t := range req.Tiles {
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tiles = append(tiles, engine.TileRecord{Row: t.Row, Col: t.Col, Letter: t.Letter, Blank: t.Blank})
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variant, err := s.games.GameVariant(c.Request.Context(), gameID)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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tiles, err := tilesFromRequest(variant, req)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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res, err := s.games.SubmitPlay(c.Request.Context(), gameID, uid, dir, tiles)
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if err != nil {
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@@ -88,7 +110,11 @@ func (s *Server) handleGameState(c *gin.Context) {
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s.abortErr(c, err)
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return
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}
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dto := stateDTOFrom(view)
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dto, err := stateDTOFrom(view, c.Query("include_alphabet") == "true")
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if err != nil {
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s.abortErr(c, err)
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return
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}
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s.fillSeatNames(c.Request.Context(), &dto.Game, map[string]string{})
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c.JSON(http.StatusOK, dto)
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}
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