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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@@ -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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