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
+11 -8
View File
@@ -27,11 +27,9 @@ gameId(optionalEncoding?:any):string|Uint8Array|null {
return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
}
tiles(index: number):string
tiles(index: number,optionalEncoding:flatbuffers.Encoding):string|Uint8Array
tiles(index: number,optionalEncoding?:any):string|Uint8Array|null {
tiles(index: number):number|null {
const offset = this.bb!.__offset(this.bb_pos, 6);
return offset ? this.bb!.__string(this.bb!.__vector(this.bb_pos + offset) + index * 4, optionalEncoding) : null;
return offset ? this.bb!.readUint8(this.bb!.__vector(this.bb_pos + offset) + index) : 0;
}
tilesLength():number {
@@ -39,6 +37,11 @@ tilesLength():number {
return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
}
tilesArray():Uint8Array|null {
const offset = this.bb!.__offset(this.bb_pos, 6);
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;
}
static startExchangeRequest(builder:flatbuffers.Builder) {
builder.startObject(2);
}
@@ -51,16 +54,16 @@ static addTiles(builder:flatbuffers.Builder, tilesOffset:flatbuffers.Offset) {
builder.addFieldOffset(1, tilesOffset, 0);
}
static createTilesVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
builder.startVector(4, data.length, 4);
static createTilesVector(builder:flatbuffers.Builder, data:number[]|Uint8Array):flatbuffers.Offset {
builder.startVector(1, data.length, 1);
for (let i = data.length - 1; i >= 0; i--) {
builder.addOffset(data[i]!);
builder.addInt8(data[i]!);
}
return builder.endVector();
}
static startTilesVector(builder:flatbuffers.Builder, numElems:number) {
builder.startVector(4, numElems, 4);
builder.startVector(1, numElems, 1);
}
static endExchangeRequest(builder:flatbuffers.Builder):flatbuffers.Offset {