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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@@ -37,12 +37,11 @@ func stateReq(gameID string, includeAlphabet bool) []byte {
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return b.FinishedBytes()
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}
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// submitPlay builds a SubmitPlayRequest payload. dir is "H" or "V"; tiles are the
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// newly-placed tiles in main-word order.
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func submitPlay(gameID, dir string, tiles []PlayTile) []byte {
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// submitPlay builds a SubmitPlayRequest payload. tiles are the newly-placed tiles in
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// main-word order; the backend infers the play's orientation from them and the board.
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func submitPlay(gameID string, tiles []PlayTile) []byte {
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b := flatbuffers.NewBuilder(256)
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gid := b.CreateString(gameID)
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d := b.CreateString(dir)
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offs := make([]flatbuffers.UOffsetT, len(tiles))
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for i, t := range tiles {
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fb.PlayTileStart(b)
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@@ -59,7 +58,6 @@ func submitPlay(gameID, dir string, tiles []PlayTile) []byte {
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tilesVec := b.EndVector(len(offs))
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fb.SubmitPlayRequestStart(b)
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fb.SubmitPlayRequestAddGameId(b, gid)
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fb.SubmitPlayRequestAddDir(b, d)
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fb.SubmitPlayRequestAddTiles(b, tilesVec)
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b.Finish(fb.SubmitPlayRequestEnd(b))
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return b.FinishedBytes()
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