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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@@ -1,8 +1,6 @@
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package server
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import (
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"strings"
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"scrabble/backend/internal/account"
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/game"
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@@ -297,15 +295,3 @@ func chatDTOFrom(m social.Message) chatDTO {
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CreatedAtUnix: m.CreatedAt.Unix(),
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}
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}
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// parseDirection maps the wire direction string to an engine.Direction.
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func parseDirection(s string) (engine.Direction, bool) {
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switch strings.ToUpper(strings.TrimSpace(s)) {
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case "H":
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return engine.Horizontal, true
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case "V":
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return engine.Vertical, true
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default:
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return 0, false
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}
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}
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@@ -14,30 +14,6 @@ import (
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"scrabble/backend/internal/social"
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)
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func TestParseDirection(t *testing.T) {
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cases := map[string]struct {
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in string
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want engine.Direction
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ok bool
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}{
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"horizontal": {"H", engine.Horizontal, true},
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"vertical": {"V", engine.Vertical, true},
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"lowercase": {"h", engine.Horizontal, true},
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"trimmed": {" V ", engine.Vertical, true},
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"invalid": {"X", 0, false},
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"empty": {"", 0, false},
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"diagonal-is-not": {"D", 0, false},
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}
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for name, tc := range cases {
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t.Run(name, func(t *testing.T) {
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got, ok := parseDirection(tc.in)
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if ok != tc.ok || (ok && got != tc.want) {
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t.Fatalf("parseDirection(%q) = (%v, %v), want (%v, %v)", tc.in, got, ok, tc.want, tc.ok)
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}
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})
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}
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}
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func TestStatusForError(t *testing.T) {
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cases := map[string]struct {
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err error
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@@ -22,11 +22,14 @@ type hintResultDTO struct {
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HintsRemaining int `json:"hints_remaining"`
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}
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// evalResultDTO is an unlimited move preview: legality, score and the words formed.
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// evalResultDTO is an unlimited move preview: legality, score, the words formed
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// (main word first) and the orientation the engine inferred ("H"/"V", empty when
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// illegal).
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type evalResultDTO struct {
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Legal bool `json:"legal"`
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Score int `json:"score"`
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Words []string `json:"words"`
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Dir string `json:"dir"`
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}
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// wordCheckDTO is the result of the unlimited dictionary lookup tool.
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@@ -186,11 +189,6 @@ func (s *Server) handleEvaluate(c *gin.Context) {
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abortBadRequest(c, "invalid request body")
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return
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}
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dir, ok := parseDirection(req.Dir)
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if !ok {
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abortBadRequest(c, "dir must be H or V")
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return
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}
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variant, err := s.games.GameVariant(c.Request.Context(), gameID)
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if err != nil {
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s.abortErr(c, err)
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@@ -201,12 +199,12 @@ func (s *Server) handleEvaluate(c *gin.Context) {
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s.abortErr(c, err)
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return
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}
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ev, err := s.games.EvaluatePlay(c.Request.Context(), gameID, uid, dir, tiles)
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ev, err := s.games.EvaluatePlay(c.Request.Context(), gameID, uid, tiles)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, evalResultDTO{Legal: ev.Valid, Score: ev.Score, Words: ev.Words})
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c.JSON(http.StatusOK, evalResultDTO{Legal: ev.Valid, Score: ev.Score, Words: ev.Words, Dir: ev.Dir})
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}
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// handleCheckWord looks a word up in the game's pinned dictionary. The word arrives as
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@@ -75,18 +75,9 @@ func TestRateLimitReportEndpoint(t *testing.T) {
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}
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}
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func TestSubmitPlayRejectsBadDirection(t *testing.T) {
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headers := map[string]string{"X-User-ID": uuid.New().String()}
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path := "/api/v1/user/games/" + uuid.New().String() + "/play"
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rec := do(t, newRoutingServer(), http.MethodPost, path, `{"dir":"X","tiles":[]}`, headers)
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if rec.Code != http.StatusBadRequest {
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t.Fatalf("submit play bad dir = %d, want 400", rec.Code)
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}
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}
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func TestSubmitPlayRejectsBadGameID(t *testing.T) {
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headers := map[string]string{"X-User-ID": uuid.New().String()}
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rec := do(t, newRoutingServer(), http.MethodPost, "/api/v1/user/games/not-a-uuid/play", `{"dir":"H"}`, headers)
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rec := do(t, newRoutingServer(), http.MethodPost, "/api/v1/user/games/not-a-uuid/play", `{}`, headers)
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if rec.Code != http.StatusBadRequest {
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t.Fatalf("submit play bad game id = %d, want 400", rec.Code)
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}
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@@ -26,10 +26,10 @@ func (s *Server) handleProfile(c *gin.Context) {
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c.JSON(http.StatusOK, profileResponseFor(acc))
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}
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// submitPlayRequest places tiles in a direction on the player's turn. Each tile's Letter
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// is a wire alphabet index; for a blank it is the designated letter's index.
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// submitPlayRequest places tiles on the player's turn; the engine infers the
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// play's orientation from the tiles and the board. Each tile's Letter is a wire
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// alphabet index; for a blank it is the designated letter's index.
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type submitPlayRequest struct {
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Dir string `json:"dir"`
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Tiles []struct {
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Row int `json:"row"`
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Col int `json:"col"`
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@@ -70,11 +70,6 @@ func (s *Server) handleSubmitPlay(c *gin.Context) {
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abortBadRequest(c, "invalid request body")
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return
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}
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dir, ok := parseDirection(req.Dir)
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if !ok {
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abortBadRequest(c, "dir must be H or V")
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return
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}
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variant, err := s.games.GameVariant(c.Request.Context(), gameID)
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if err != nil {
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s.abortErr(c, err)
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@@ -85,7 +80,7 @@ func (s *Server) handleSubmitPlay(c *gin.Context) {
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s.abortErr(c, err)
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return
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}
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res, err := s.games.SubmitPlay(c.Request.Context(), gameID, uid, dir, tiles)
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res, err := s.games.SubmitPlay(c.Request.Context(), gameID, uid, tiles)
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if err != nil {
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s.abortErr(c, err)
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return
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