Backend infers play direction; UI previews words and gates submit on legality
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A single tile that only extended a word perpendicular to the client-declared direction was rejected: the UI always sent dir=H for one-tile plays (the dirOverride/Controls toggle was orphaned in the Stage 7 game rework), so placing "А" above "БАК" to form "АБАК" failed the solver's main-word-length check even though the word is in the dictionary. Make the backend infer a play's orientation from the placed tiles and the board (internal/engine.resolveDirection): two or more tiles by the line they share, a lone tile by the axis it abuts (longer word wins, horizontal on a tie). Direction becomes an output, not an input: drop dir from the SubmitPlay/Eval wire requests and add it to EvalResult. Journal replay keeps trusting the stored "H"/"V" (SubmitPlayDir) so a rebuilt game matches the one committed. UI: stop computing/sending direction; the preview now shows the words a move forms with its total score (game.previewWords); the make-move control is disabled until the play is confirmed legal; the "your turn" label hides while tiles are pending. Delete the orphaned Controls.svelte. Regenerate the FlatBuffers bindings (Go + TS) and update the gateway transcode and the loadtest edge client to the new contract. Bake the decision into ARCHITECTURE.md (§5/§9.1), FUNCTIONAL.md (+ _ru) and the backend README.
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package engine
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import (
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"gitea.iliadenisov.ru/developer/scrabble-solver/board"
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"gitea.iliadenisov.ru/developer/scrabble-solver/scrabble"
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)
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// resolveDirection infers a play's orientation from the placed tiles and the
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// board, so a caller need not declare it (docs/ARCHITECTURE.md §5). Two or more
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// tiles fix the orientation by the line they share: a common row reads
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// horizontally, otherwise vertically (a non-linear placement is left for
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// Evaluate to reject). A single tile is ambiguous on its own — it may extend a
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// word down a column or across a row — so the orientation is the axis along
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// which it abuts existing tiles, preferring the axis that yields the longer word
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// and horizontal on a tie. A tile that abuts nothing falls back to horizontal
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// and is rejected downstream as disconnected (or, on the first move, as too
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// short).
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func resolveDirection(b *board.Board, placements []scrabble.Placement) scrabble.Direction {
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if len(placements) >= 2 {
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row := placements[0].Row
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for _, p := range placements[1:] {
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if p.Row != row {
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return scrabble.Vertical
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}
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}
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return scrabble.Horizontal
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}
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if len(placements) == 1 {
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p := placements[0]
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h := runLength(b, p.Row, p.Col, scrabble.Horizontal)
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v := runLength(b, p.Row, p.Col, scrabble.Vertical)
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if v >= 2 && v > h {
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return scrabble.Vertical
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}
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if h >= 2 {
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return scrabble.Horizontal
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}
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if v >= 2 {
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return scrabble.Vertical
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}
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}
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return scrabble.Horizontal
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}
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// runLength returns how many cells the word through (row, col) along dir would
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// span once a tile is placed on the empty target square: the square itself plus
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// the runs of filled cells immediately before and after it along dir. A result
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// below two means the tile forms no word on that axis. Filled treats
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// off-board coordinates as empty, so the walks stop at the board edge.
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func runLength(b *board.Board, row, col int, dir scrabble.Direction) int {
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dr, dc := 0, 1
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if dir == scrabble.Vertical {
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dr, dc = 1, 0
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}
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n := 1
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for r, c := row-dr, col-dc; b.Filled(r, c); r, c = r-dr, c-dc {
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n++
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}
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for r, c := row+dr, col+dc; b.Filled(r, c); r, c = r+dr, c+dc {
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n++
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}
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return n
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}
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