Stage 13: alphabet on the wire (UI alphabet-agnostic, TODO-4)
Tests · Go / test (push) Successful in 10s
Tests · Integration / integration (push) Successful in 12s
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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.
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
+41 -10
View File
@@ -2,6 +2,7 @@
import * as flatbuffers from 'flatbuffers';
import { AlphabetEntry } from '../scrabblefb/alphabet-entry.js';
import { GameView } from '../scrabblefb/game-view.js';
@@ -33,11 +34,9 @@ seat():number {
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
}
rack(index: number):string
rack(index: number,optionalEncoding:flatbuffers.Encoding):string|Uint8Array
rack(index: number,optionalEncoding?:any):string|Uint8Array|null {
rack(index: number):number|null {
const offset = this.bb!.__offset(this.bb_pos, 8);
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;
}
rackLength():number {
@@ -45,6 +44,11 @@ rackLength():number {
return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
}
rackArray():Uint8Array|null {
const offset = this.bb!.__offset(this.bb_pos, 8);
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;
}
bagLen():number {
const offset = this.bb!.__offset(this.bb_pos, 10);
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
@@ -55,8 +59,18 @@ hintsRemaining():number {
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
}
alphabet(index: number, obj?:AlphabetEntry):AlphabetEntry|null {
const offset = this.bb!.__offset(this.bb_pos, 14);
return offset ? (obj || new AlphabetEntry()).__init(this.bb!.__indirect(this.bb!.__vector(this.bb_pos + offset) + index * 4), this.bb!) : null;
}
alphabetLength():number {
const offset = this.bb!.__offset(this.bb_pos, 14);
return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
}
static startStateView(builder:flatbuffers.Builder) {
builder.startObject(5);
builder.startObject(6);
}
static addGame(builder:flatbuffers.Builder, gameOffset:flatbuffers.Offset) {
@@ -71,16 +85,16 @@ static addRack(builder:flatbuffers.Builder, rackOffset:flatbuffers.Offset) {
builder.addFieldOffset(2, rackOffset, 0);
}
static createRackVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
builder.startVector(4, data.length, 4);
static createRackVector(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 startRackVector(builder:flatbuffers.Builder, numElems:number) {
builder.startVector(4, numElems, 4);
builder.startVector(1, numElems, 1);
}
static addBagLen(builder:flatbuffers.Builder, bagLen:number) {
@@ -91,18 +105,35 @@ static addHintsRemaining(builder:flatbuffers.Builder, hintsRemaining:number) {
builder.addFieldInt32(4, hintsRemaining, 0);
}
static addAlphabet(builder:flatbuffers.Builder, alphabetOffset:flatbuffers.Offset) {
builder.addFieldOffset(5, alphabetOffset, 0);
}
static createAlphabetVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
builder.startVector(4, data.length, 4);
for (let i = data.length - 1; i >= 0; i--) {
builder.addOffset(data[i]!);
}
return builder.endVector();
}
static startAlphabetVector(builder:flatbuffers.Builder, numElems:number) {
builder.startVector(4, numElems, 4);
}
static endStateView(builder:flatbuffers.Builder):flatbuffers.Offset {
const offset = builder.endObject();
return offset;
}
static createStateView(builder:flatbuffers.Builder, gameOffset:flatbuffers.Offset, seat:number, rackOffset:flatbuffers.Offset, bagLen:number, hintsRemaining:number):flatbuffers.Offset {
static createStateView(builder:flatbuffers.Builder, gameOffset:flatbuffers.Offset, seat:number, rackOffset:flatbuffers.Offset, bagLen:number, hintsRemaining:number, alphabetOffset:flatbuffers.Offset):flatbuffers.Offset {
StateView.startStateView(builder);
StateView.addGame(builder, gameOffset);
StateView.addSeat(builder, seat);
StateView.addRack(builder, rackOffset);
StateView.addBagLen(builder, bagLen);
StateView.addHintsRemaining(builder, hintsRemaining);
StateView.addAlphabet(builder, alphabetOffset);
return StateView.endStateView(builder);
}
}