Stage 13: alphabet on the wire (UI alphabet-agnostic, TODO-4)
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Tests · Go / test (pull_request) Successful in 9s
Tests · Integration / integration (pull_request) Successful in 12s
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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@@ -27,11 +27,9 @@ gameId(optionalEncoding?:any):string|Uint8Array|null {
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return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
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}
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tiles(index: number):string
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tiles(index: number,optionalEncoding:flatbuffers.Encoding):string|Uint8Array
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tiles(index: number,optionalEncoding?:any):string|Uint8Array|null {
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tiles(index: number):number|null {
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const offset = this.bb!.__offset(this.bb_pos, 6);
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return offset ? this.bb!.__string(this.bb!.__vector(this.bb_pos + offset) + index * 4, optionalEncoding) : null;
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return offset ? this.bb!.readUint8(this.bb!.__vector(this.bb_pos + offset) + index) : 0;
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}
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tilesLength():number {
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@@ -39,6 +37,11 @@ tilesLength():number {
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return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
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}
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tilesArray():Uint8Array|null {
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const offset = this.bb!.__offset(this.bb_pos, 6);
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return offset ? new Uint8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(this.bb_pos + offset), this.bb!.__vector_len(this.bb_pos + offset)) : null;
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}
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static startExchangeRequest(builder:flatbuffers.Builder) {
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builder.startObject(2);
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}
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@@ -51,16 +54,16 @@ static addTiles(builder:flatbuffers.Builder, tilesOffset:flatbuffers.Offset) {
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builder.addFieldOffset(1, tilesOffset, 0);
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}
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static createTilesVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
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builder.startVector(4, data.length, 4);
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static createTilesVector(builder:flatbuffers.Builder, data:number[]|Uint8Array):flatbuffers.Offset {
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builder.startVector(1, data.length, 1);
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for (let i = data.length - 1; i >= 0; i--) {
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builder.addOffset(data[i]!);
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builder.addInt8(data[i]!);
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}
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return builder.endVector();
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}
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static startTilesVector(builder:flatbuffers.Builder, numElems:number) {
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builder.startVector(4, numElems, 4);
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builder.startVector(1, numElems, 1);
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}
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static endExchangeRequest(builder:flatbuffers.Builder):flatbuffers.Offset {
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