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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@@ -151,11 +151,10 @@ table Profile {
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// --- game (authenticated) ---
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// SubmitPlayRequest places tiles in a direction on the player's turn. tiles are addressed
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// by alphabet index.
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// SubmitPlayRequest places tiles on the player's turn; the backend infers the play's
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// orientation from the tiles and the board. tiles are addressed by alphabet index.
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table SubmitPlayRequest {
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game_id:string;
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dir:string;
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tiles:[PlayTile];
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}
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@@ -205,18 +204,19 @@ table ExchangeRequest {
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}
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// EvalRequest previews a tentative play without committing it. tiles are addressed by
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// alphabet index.
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// alphabet index; the backend infers the play's orientation from the tiles and the board.
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table EvalRequest {
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game_id:string;
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dir:string;
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tiles:[PlayTile];
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}
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// EvalResult is an unlimited move preview: legality, score and the words formed.
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// EvalResult is an unlimited move preview: legality, score, the words formed (main word
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// first) and the orientation the backend inferred (dir is "H"/"V", empty when illegal).
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table EvalResult {
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legal:bool;
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score:int;
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words:[string];
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dir:string;
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}
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// CheckWordRequest looks a word up in the game's pinned dictionary. word is a sequence of
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