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
+34 -2
View File
@@ -107,21 +107,53 @@ func encodeMoveResult(r backendclient.MoveResultResp) []byte {
return b.FinishedBytes()
}
// encodeState builds a StateView payload.
// encodeState builds a StateView payload. The rack is a vector of alphabet indices and the
// alphabet display table is included only when the backend returned it (Stage 13: the
// client requests it on a per-variant cache miss).
func encodeState(s backendclient.StateResp) []byte {
b := flatbuffers.NewBuilder(512)
game := buildGameView(b, s.Game)
rack := buildStringVector(b, s.Rack, fb.StateViewStartRackVector)
rackBytes := make([]byte, len(s.Rack))
for i, v := range s.Rack {
rackBytes[i] = byte(v)
}
rack := b.CreateByteVector(rackBytes)
hasAlphabet := len(s.Alphabet) > 0
var alphabet flatbuffers.UOffsetT
if hasAlphabet {
alphabet = buildAlphabet(b, s.Alphabet)
}
fb.StateViewStart(b)
fb.StateViewAddGame(b, game)
fb.StateViewAddSeat(b, int32(s.Seat))
fb.StateViewAddRack(b, rack)
fb.StateViewAddBagLen(b, int32(s.BagLen))
fb.StateViewAddHintsRemaining(b, int32(s.HintsRemaining))
if hasAlphabet {
fb.StateViewAddAlphabet(b, alphabet)
}
b.Finish(fb.StateViewEnd(b))
return b.FinishedBytes()
}
// buildAlphabet builds the AlphabetEntry vector for a StateView and returns its offset.
func buildAlphabet(b *flatbuffers.Builder, entries []backendclient.AlphabetEntryJSON) flatbuffers.UOffsetT {
offs := make([]flatbuffers.UOffsetT, len(entries))
for i, e := range entries {
letter := b.CreateString(e.Letter)
fb.AlphabetEntryStart(b)
fb.AlphabetEntryAddIndex(b, byte(e.Index))
fb.AlphabetEntryAddLetter(b, letter)
fb.AlphabetEntryAddValue(b, int32(e.Value))
offs[i] = fb.AlphabetEntryEnd(b)
}
fb.StateViewStartAlphabetVector(b, len(offs))
for i := len(offs) - 1; i >= 0; i-- {
b.PrependUOffsetT(offs[i])
}
return b.EndVector(len(offs))
}
// encodeMatch builds a MatchResult payload.
func encodeMatch(m backendclient.MatchResp) []byte {
b := flatbuffers.NewBuilder(512)