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.
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@@ -81,20 +81,20 @@ export function createTransport(baseUrl: string): GatewayClient {
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return codec.decodeMatchResult(await exec('lobby.poll', codec.empty()));
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},
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async gameState(id) {
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return codec.decodeStateView(await exec('game.state', codec.encodeStateRequest(id)));
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async gameState(id, includeAlphabet) {
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return codec.decodeStateView(await exec('game.state', codec.encodeStateRequest(id, includeAlphabet)));
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},
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async gameHistory(id) {
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return codec.decodeHistory(await exec('game.history', codec.encodeGameAction(id)));
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},
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async submitPlay(id, dir, tiles) {
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return codec.decodeMoveResult(await exec('game.submit_play', codec.encodeSubmitPlay(id, dir, tiles)));
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async submitPlay(id, dir, tiles, variant) {
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return codec.decodeMoveResult(await exec('game.submit_play', codec.encodeSubmitPlay(id, dir, tiles, variant)));
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},
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async pass(id) {
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return codec.decodeMoveResult(await exec('game.pass', codec.encodeGameAction(id)));
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},
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async exchange(id, tiles) {
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return codec.decodeMoveResult(await exec('game.exchange', codec.encodeExchange(id, tiles)));
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async exchange(id, tiles, variant) {
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return codec.decodeMoveResult(await exec('game.exchange', codec.encodeExchange(id, tiles, variant)));
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},
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async resign(id) {
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return codec.decodeMoveResult(await exec('game.resign', codec.encodeGameAction(id)));
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@@ -102,11 +102,11 @@ export function createTransport(baseUrl: string): GatewayClient {
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async hint(id) {
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return codec.decodeHintResult(await exec('game.hint', codec.encodeGameAction(id)));
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},
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async evaluate(id, dir, tiles) {
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return codec.decodeEvalResult(await exec('game.evaluate', codec.encodeEval(id, dir, tiles)));
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async evaluate(id, dir, tiles, variant) {
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return codec.decodeEvalResult(await exec('game.evaluate', codec.encodeEval(id, dir, tiles, variant)));
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},
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async checkWord(id, word) {
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return codec.decodeWordCheck(await exec('game.check_word', codec.encodeCheckWord(id, word)));
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async checkWord(id, word, variant) {
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return codec.decodeWordCheck(await exec('game.check_word', codec.encodeCheckWord(id, word, variant)));
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},
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async complaint(id, word, note) {
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await exec('game.complaint', codec.encodeComplaint(id, word, note));
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