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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+5
-22
@@ -4,7 +4,7 @@
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// payload. It is board-agnostic (the gateway/engine does full legality validation at
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// submit), which keeps it trivially unit-testable.
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import type { Direction, Tile } from './model';
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import type { Tile } from './model';
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import type { PlacedTile } from './client';
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export interface PendingTile {
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@@ -119,30 +119,13 @@ export function reorderIndices(n: number, from: number, toSlot: number): number[
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return order;
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}
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/**
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* direction infers the play orientation from the pending tiles: H if they share a row,
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* V if they share a column, null if a single tile (ambiguous) or non-linear (invalid).
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*/
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export function direction(p: Placement): Direction | null {
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if (p.pending.length < 2) return null;
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const rows = new Set(p.pending.map((t) => t.row));
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const cols = new Set(p.pending.map((t) => t.col));
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if (rows.size === 1 && cols.size === p.pending.length) return 'H';
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if (cols.size === 1 && rows.size === p.pending.length) return 'V';
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return null;
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}
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/** toSubmit builds the submit payload. dirOverride resolves a single-tile play, where
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* the orientation cannot be inferred; otherwise the inferred direction is used. */
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export function toSubmit(
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p: Placement,
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dirOverride?: Direction,
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): { dir: Direction; tiles: PlacedTile[] } | null {
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/** toSubmit builds the submit payload: the placed tiles in board order. The backend
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* infers the play's orientation from the tiles and the board, so none is sent. */
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export function toSubmit(p: Placement): { tiles: PlacedTile[] } | null {
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if (p.pending.length === 0) return null;
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const dir = dirOverride ?? direction(p) ?? 'H';
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const tiles: PlacedTile[] = p.pending
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.slice()
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.sort((a, b) => a.row - b.row || a.col - b.col)
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.map((t) => ({ row: t.row, col: t.col, letter: t.letter, blank: t.blank }));
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return { dir, tiles };
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return { tiles };
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}
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