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.
This commit is contained in:
Ilia Denisov
2026-06-04 16:26:43 +02:00
parent 6537082397
commit 90eaf4964b
47 changed files with 1812 additions and 272 deletions
+38 -10
View File
@@ -101,13 +101,24 @@ type moveResultDTO struct {
Game gameDTO `json:"game"`
}
// stateDTO is a player's view of a game.
// alphabetEntryDTO is one letter of a variant's alphabet (its index, concrete letter and
// tile value), embedded in the state view for display only when the client requests it
// (Stage 13).
type alphabetEntryDTO struct {
Index int `json:"index"`
Letter string `json:"letter"`
Value int `json:"value"`
}
// stateDTO is a player's view of a game. Rack carries wire alphabet indices (Stage 13; a
// blank is engine.BlankIndex). Alphabet is present only when the request asked for it.
type stateDTO struct {
Game gameDTO `json:"game"`
Seat int `json:"seat"`
Rack []string `json:"rack"`
BagLen int `json:"bag_len"`
HintsRemaining int `json:"hints_remaining"`
Game gameDTO `json:"game"`
Seat int `json:"seat"`
Rack []int `json:"rack"`
BagLen int `json:"bag_len"`
HintsRemaining int `json:"hints_remaining"`
Alphabet []alphabetEntryDTO `json:"alphabet,omitempty"`
}
// matchDTO reports whether the caller has been paired into a game.
@@ -217,15 +228,32 @@ func moveResultDTOFrom(r game.MoveResult) moveResultDTO {
return moveResultDTO{Move: moveRecordDTOFrom(r.Move), Game: gameDTOFromGame(r.Game)}
}
// stateDTOFrom projects a player's state view into its DTO.
func stateDTOFrom(v game.StateView) stateDTO {
return stateDTO{
// stateDTOFrom projects a player's state view into its DTO, encoding the rack as wire
// alphabet indices (Stage 13). When includeAlphabet is set it also embeds the variant's
// display table, which the client caches per variant and renders the rack with.
func stateDTOFrom(v game.StateView, includeAlphabet bool) (stateDTO, error) {
rack, err := engine.EncodeRack(v.Game.Variant, v.Rack)
if err != nil {
return stateDTO{}, err
}
dto := stateDTO{
Game: gameDTOFromGame(v.Game),
Seat: v.Seat,
Rack: v.Rack,
Rack: rack,
BagLen: v.BagLen,
HintsRemaining: v.HintsRemaining,
}
if includeAlphabet {
tab, err := engine.AlphabetTable(v.Game.Variant)
if err != nil {
return stateDTO{}, err
}
dto.Alphabet = make([]alphabetEntryDTO, len(tab))
for i, e := range tab {
dto.Alphabet[i] = alphabetEntryDTO{Index: int(e.Index), Letter: e.Letter, Value: e.Value}
}
}
return dto, nil
}
// matchDTOFrom projects an enqueue/poll result into its DTO.