R6(c): share the nested FB builders between notify and gateway transcode
Extract the FlatBuffers builders for the wire tables shared by the backend push encoder and the gateway edge transcoder — GameView, MoveRecord, StateView, AccountRef, Invitation and their nested rows — into a new scrabble/pkg/wire package. Both callers keep their local builder signatures (no call sites move) but now map their own source types (the backend's notify.* payloads and the decoded engine.MoveRecord; the gateway's backendclient.* REST DTOs) to neutral wire.* structs and delegate the construction to package wire, the single definition of the nested-table layout. Behaviour-preserving: the verified-identical field sets mean the wire bytes decode the same, and the notify + transcode round-trip tests pass unchanged. The fiddly Start/Add/End + reverse-prepend vector boilerplate now lives once; the two encode files shrink while pkg/wire carries the shared logic.
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@@ -5,6 +5,7 @@ import (
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"scrabble/gateway/internal/backendclient"
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fb "scrabble/pkg/fbs/scrabblefb"
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"scrabble/pkg/wire"
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)
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// The encoders build the FlatBuffers response payloads from the backend's typed
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@@ -142,46 +143,24 @@ func encodeMoveResult(r backendclient.MoveResultResp) []byte {
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// client requests it on a per-variant cache miss).
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func encodeState(s backendclient.StateResp) []byte {
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b := flatbuffers.NewBuilder(512)
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game := buildGameView(b, s.Game)
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rackBytes := make([]byte, len(s.Rack))
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for i, v := range s.Rack {
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rackBytes[i] = byte(v)
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}
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rack := b.CreateByteVector(rackBytes)
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hasAlphabet := len(s.Alphabet) > 0
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var alphabet flatbuffers.UOffsetT
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if hasAlphabet {
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alphabet = buildAlphabet(b, s.Alphabet)
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}
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fb.StateViewStart(b)
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fb.StateViewAddGame(b, game)
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fb.StateViewAddSeat(b, int32(s.Seat))
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fb.StateViewAddRack(b, rack)
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fb.StateViewAddBagLen(b, int32(s.BagLen))
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fb.StateViewAddHintsRemaining(b, int32(s.HintsRemaining))
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if hasAlphabet {
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fb.StateViewAddAlphabet(b, alphabet)
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}
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b.Finish(fb.StateViewEnd(b))
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b.Finish(wire.BuildStateView(b, toWireState(s)))
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return b.FinishedBytes()
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}
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// buildAlphabet builds the AlphabetEntry vector for a StateView and returns its offset.
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func buildAlphabet(b *flatbuffers.Builder, entries []backendclient.AlphabetEntryJSON) flatbuffers.UOffsetT {
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offs := make([]flatbuffers.UOffsetT, len(entries))
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for i, e := range entries {
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letter := b.CreateString(e.Letter)
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fb.AlphabetEntryStart(b)
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fb.AlphabetEntryAddIndex(b, byte(e.Index))
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fb.AlphabetEntryAddLetter(b, letter)
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fb.AlphabetEntryAddValue(b, int32(e.Value))
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offs[i] = fb.AlphabetEntryEnd(b)
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// toWireState maps a StateResp to the shared wire.StateView.
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func toWireState(s backendclient.StateResp) wire.StateView {
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alphabet := make([]wire.AlphabetEntry, len(s.Alphabet))
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for i, e := range s.Alphabet {
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alphabet[i] = wire.AlphabetEntry{Index: e.Index, Letter: e.Letter, Value: e.Value}
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}
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fb.StateViewStartAlphabetVector(b, len(offs))
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for i := len(offs) - 1; i >= 0; i-- {
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b.PrependUOffsetT(offs[i])
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return wire.StateView{
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Game: toWireGame(s.Game),
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Seat: s.Seat,
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Rack: s.Rack,
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BagLen: s.BagLen,
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HintsRemaining: s.HintsRemaining,
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Alphabet: alphabet,
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}
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return b.EndVector(len(offs))
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}
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// encodeMatch builds a MatchResult payload.
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@@ -328,80 +307,55 @@ func encodeChatList(r backendclient.ChatListResp) []byte {
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// buildGameView builds a GameView table and returns its offset.
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func buildGameView(b *flatbuffers.Builder, g backendclient.GameResp) flatbuffers.UOffsetT {
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seatOffs := make([]flatbuffers.UOffsetT, len(g.Seats))
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return wire.BuildGameView(b, toWireGame(g))
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}
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// toWireGame maps a GameResp to the shared wire.GameView.
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func toWireGame(g backendclient.GameResp) wire.GameView {
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seats := make([]wire.SeatView, len(g.Seats))
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for i, s := range g.Seats {
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aid := b.CreateString(s.AccountID)
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dname := b.CreateString(s.DisplayName)
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fb.SeatViewStart(b)
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fb.SeatViewAddSeat(b, int32(s.Seat))
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fb.SeatViewAddAccountId(b, aid)
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fb.SeatViewAddScore(b, int32(s.Score))
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fb.SeatViewAddHintsUsed(b, int32(s.HintsUsed))
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fb.SeatViewAddIsWinner(b, s.IsWinner)
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fb.SeatViewAddDisplayName(b, dname)
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seatOffs[i] = fb.SeatViewEnd(b)
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seats[i] = wire.SeatView{
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Seat: s.Seat,
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AccountID: s.AccountID,
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Score: s.Score,
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HintsUsed: s.HintsUsed,
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IsWinner: s.IsWinner,
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DisplayName: s.DisplayName,
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}
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}
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fb.GameViewStartSeatsVector(b, len(seatOffs))
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for i := len(seatOffs) - 1; i >= 0; i-- {
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b.PrependUOffsetT(seatOffs[i])
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return wire.GameView{
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ID: g.ID,
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Variant: g.Variant,
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DictVersion: g.DictVersion,
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Status: g.Status,
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Players: g.Players,
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ToMove: g.ToMove,
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TurnTimeoutSecs: g.TurnTimeoutSecs,
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MoveCount: g.MoveCount,
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EndReason: g.EndReason,
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Seats: seats,
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LastActivityUnix: g.LastActivityUnix,
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}
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seats := b.EndVector(len(seatOffs))
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id := b.CreateString(g.ID)
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variant := b.CreateString(g.Variant)
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dictVer := b.CreateString(g.DictVersion)
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status := b.CreateString(g.Status)
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endReason := b.CreateString(g.EndReason)
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fb.GameViewStart(b)
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fb.GameViewAddId(b, id)
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fb.GameViewAddVariant(b, variant)
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fb.GameViewAddDictVersion(b, dictVer)
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fb.GameViewAddStatus(b, status)
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fb.GameViewAddPlayers(b, int32(g.Players))
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fb.GameViewAddToMove(b, int32(g.ToMove))
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fb.GameViewAddTurnTimeoutSecs(b, int32(g.TurnTimeoutSecs))
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fb.GameViewAddMoveCount(b, int32(g.MoveCount))
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fb.GameViewAddEndReason(b, endReason)
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fb.GameViewAddSeats(b, seats)
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fb.GameViewAddLastActivityUnix(b, g.LastActivityUnix)
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return fb.GameViewEnd(b)
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}
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// buildMoveRecord builds a MoveRecord table and returns its offset.
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func buildMoveRecord(b *flatbuffers.Builder, m backendclient.MoveRecordResp) flatbuffers.UOffsetT {
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tileOffs := make([]flatbuffers.UOffsetT, len(m.Tiles))
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tiles := make([]wire.TileRecord, len(m.Tiles))
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for i, t := range m.Tiles {
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letter := b.CreateString(t.Letter)
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fb.TileRecordStart(b)
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fb.TileRecordAddRow(b, int32(t.Row))
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fb.TileRecordAddCol(b, int32(t.Col))
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fb.TileRecordAddLetter(b, letter)
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fb.TileRecordAddBlank(b, t.Blank)
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tileOffs[i] = fb.TileRecordEnd(b)
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tiles[i] = wire.TileRecord{Row: t.Row, Col: t.Col, Letter: t.Letter, Blank: t.Blank}
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}
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fb.MoveRecordStartTilesVector(b, len(tileOffs))
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for i := len(tileOffs) - 1; i >= 0; i-- {
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b.PrependUOffsetT(tileOffs[i])
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}
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tiles := b.EndVector(len(tileOffs))
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words := buildStringVector(b, m.Words, fb.MoveRecordStartWordsVector)
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action := b.CreateString(m.Action)
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dir := b.CreateString(m.Dir)
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fb.MoveRecordStart(b)
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fb.MoveRecordAddPlayer(b, int32(m.Player))
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fb.MoveRecordAddAction(b, action)
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fb.MoveRecordAddDir(b, dir)
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fb.MoveRecordAddMainRow(b, int32(m.MainRow))
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fb.MoveRecordAddMainCol(b, int32(m.MainCol))
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fb.MoveRecordAddTiles(b, tiles)
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fb.MoveRecordAddWords(b, words)
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fb.MoveRecordAddCount(b, int32(m.Count))
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fb.MoveRecordAddScore(b, int32(m.Score))
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fb.MoveRecordAddTotal(b, int32(m.Total))
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return fb.MoveRecordEnd(b)
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return wire.BuildMoveRecord(b, wire.MoveRecord{
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Player: m.Player,
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Action: m.Action,
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Dir: m.Dir,
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MainRow: m.MainRow,
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MainCol: m.MainCol,
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Tiles: tiles,
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Words: m.Words,
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Count: m.Count,
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Score: m.Score,
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Total: m.Total,
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})
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}
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// buildStringVector builds a vector of strings using the table-specific
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