Stage 13: alphabet on the wire (UI alphabet-agnostic, TODO-4)
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Tests · UI / test (pull_request) Successful in 19s
Tests · Go / test (push) Successful in 10s
Tests · Integration / integration (push) Successful in 12s
Tests · UI / test (push) Successful in 19s
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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@@ -2,7 +2,7 @@
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import * as flatbuffers from 'flatbuffers';
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import { TileRecord } from '../scrabblefb/tile-record.js';
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import { PlayTile } from '../scrabblefb/play-tile.js';
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export class SubmitPlayRequest {
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@@ -37,9 +37,9 @@ dir(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, obj?:TileRecord):TileRecord|null {
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tiles(index: number, obj?:PlayTile):PlayTile|null {
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const offset = this.bb!.__offset(this.bb_pos, 8);
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return offset ? (obj || new TileRecord()).__init(this.bb!.__indirect(this.bb!.__vector(this.bb_pos + offset) + index * 4), this.bb!) : null;
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return offset ? (obj || new PlayTile()).__init(this.bb!.__indirect(this.bb!.__vector(this.bb_pos + offset) + index * 4), this.bb!) : null;
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}
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tilesLength():number {
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