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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@@ -42,7 +42,7 @@ type GameDriver interface {
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Participants(ctx context.Context, gameID uuid.UUID) ([]uuid.UUID, int, string, error)
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Candidates(ctx context.Context, gameID, accountID uuid.UUID) ([]engine.MoveRecord, error)
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GameState(ctx context.Context, gameID, accountID uuid.UUID) (game.StateView, error)
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SubmitPlay(ctx context.Context, gameID, accountID uuid.UUID, dir engine.Direction, tiles []engine.TileRecord) (game.MoveResult, error)
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SubmitPlay(ctx context.Context, gameID, accountID uuid.UUID, tiles []engine.TileRecord) (game.MoveResult, error)
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Pass(ctx context.Context, gameID, accountID uuid.UUID) (game.MoveResult, error)
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Exchange(ctx context.Context, gameID, accountID uuid.UUID, tiles []string) (game.MoveResult, error)
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}
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