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.
This commit is contained in:
Ilia Denisov
2026-06-11 22:42:33 +02:00
parent feee3d6511
commit 92f48a3b12
49 changed files with 419 additions and 401 deletions
+6 -8
View File
@@ -22,11 +22,14 @@ type hintResultDTO struct {
HintsRemaining int `json:"hints_remaining"`
}
// evalResultDTO is an unlimited move preview: legality, score and the words formed.
// evalResultDTO is an unlimited move preview: legality, score, the words formed
// (main word first) and the orientation the engine inferred ("H"/"V", empty when
// illegal).
type evalResultDTO struct {
Legal bool `json:"legal"`
Score int `json:"score"`
Words []string `json:"words"`
Dir string `json:"dir"`
}
// wordCheckDTO is the result of the unlimited dictionary lookup tool.
@@ -186,11 +189,6 @@ func (s *Server) handleEvaluate(c *gin.Context) {
abortBadRequest(c, "invalid request body")
return
}
dir, ok := parseDirection(req.Dir)
if !ok {
abortBadRequest(c, "dir must be H or V")
return
}
variant, err := s.games.GameVariant(c.Request.Context(), gameID)
if err != nil {
s.abortErr(c, err)
@@ -201,12 +199,12 @@ func (s *Server) handleEvaluate(c *gin.Context) {
s.abortErr(c, err)
return
}
ev, err := s.games.EvaluatePlay(c.Request.Context(), gameID, uid, dir, tiles)
ev, err := s.games.EvaluatePlay(c.Request.Context(), gameID, uid, tiles)
if err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, evalResultDTO{Legal: ev.Valid, Score: ev.Score, Words: ev.Words})
c.JSON(http.StatusOK, evalResultDTO{Legal: ev.Valid, Score: ev.Score, Words: ev.Words, Dir: ev.Dir})
}
// handleCheckWord looks a word up in the game's pinned dictionary. The word arrives as