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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@@ -74,12 +74,12 @@ export interface GatewayClient {
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// table), and gameState's includeAlphabet asks the server to embed that table.
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gameState(gameId: string, includeAlphabet: boolean): Promise<StateView>;
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gameHistory(gameId: string): Promise<History>;
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submitPlay(gameId: string, dir: 'H' | 'V', tiles: PlacedTile[], variant: Variant): Promise<MoveResult>;
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submitPlay(gameId: string, tiles: PlacedTile[], variant: Variant): Promise<MoveResult>;
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pass(gameId: string): Promise<MoveResult>;
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exchange(gameId: string, tiles: string[], variant: Variant): Promise<MoveResult>;
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resign(gameId: string): Promise<MoveResult>;
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hint(gameId: string): Promise<HintResult>;
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evaluate(gameId: string, dir: 'H' | 'V', tiles: PlacedTile[], variant: Variant): Promise<EvalResult>;
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evaluate(gameId: string, tiles: PlacedTile[], variant: Variant): Promise<EvalResult>;
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checkWord(gameId: string, word: string, variant: Variant): Promise<WordCheckResult>;
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complaint(gameId: string, word: string, note: string): Promise<void>;
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/** Hide a finished game from the caller's own lobby list; per-account, irreversible. */
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