diff --git a/PRERELEASE.md b/PRERELEASE.md
index c1ed1a1..83c1ff7 100644
--- a/PRERELEASE.md
+++ b/PRERELEASE.md
@@ -36,6 +36,7 @@ the edge before prod. Each phase maps back to the owner's raw pre-release TODO l
| GL | Simultaneous quick-game cap (10): grey "New Game" + a lobby notice at the cap; backend gate on quick enqueue + invitation creation (409 `game_limit_reached`), accepting invitations exempt; `at_game_limit` rides `games.list` | owner ad-hoc | **done** |
| CR | In-game chat read receipts: per-message `unread_seats` bitmask (migration `00008`); a per-viewer unread **dot** in the lobby + game header (a nudge counts and clears when its recipient moves); reading = opening the move history (the 💬 fade-blinks twice) or the chat, acked (`chat.read`) only when unread; `chat_read_duration` + `chat_unread_messages` metrics + tracing + the **Scrabble — Messages** Grafana dashboard (follow-up PR); a message to a disguised robot opponent is born read; admin unread-only filter / read column / per-seat read card | owner ad-hoc | **done** |
| BX | Asymmetric per-user block + in-game controls: a block now silently suppresses everything **from** the blocked user (chat, nudge, friend requests, invitations are kept but never delivered/surfaced, born-read) while they notice nothing, **without** deleting the friendship (unblock restores it); auto-match excludes a block-related pair (either direction); in-game opponent card gains a ✖️ **block** control (mirroring 🤝, red "Block?" confirm, mutual-hide, struck name + hidden chat composer when blocked); optimistic apply + `user_blocked`/`user_unblocked` event confirm + rollback; admin user card gains **blocks / blocked-by / friends** cross-linked lists. Blocking a disguised-robot opponent is recorded per-game in a separate **`robot_blocks`** table (migration `00011`), keyed on game+seat with the seen name — never the shared robot account — so the matchmaker keeps giving robots; it shows in the blocked list and re-marks the in-game card | owner ad-hoc | **done** |
+| FM | First-move tile draw (official rules): each seated player draws a tile, the one closest to "A" leads (a blank beats every letter), ties re-drawing until a single leader; **honest per-draw `crypto/rand` entropy**, not the bag seed, so the **record** (`game_setup_draws`, migration `00013`) — not a seed — is the only account of the outcome, kept for future **tournaments** (designed as a discrete per-tile "player N draws" step). Friend/AI draws at create; **auto-match draws at *open*** against a synthetic `uuid.Nil` opponent whose draw rows are back-filled on join, so the opener's seat is fixed up front and the existing open-game pre-move is preserved (no reseating, no play-gating). Admin `/_gm/games/:id` gains the recorded draw list + a simple **step-by-step board replay** (`ReplayTimeline`). | owner ad-hoc | **done** |
| → | Stage 18 — prod contour deploy | — | see [`PLAN.md`](PLAN.md) |
## Key findings (these reshaped the raw list — read before starting a phase)
diff --git a/backend/internal/adminconsole/assets/console.css b/backend/internal/adminconsole/assets/console.css
index 2f53bcc..3cda4a0 100644
--- a/backend/internal/adminconsole/assets/console.css
+++ b/backend/internal/adminconsole/assets/console.css
@@ -137,3 +137,59 @@ code { background: var(--bg); padding: 0.05rem 0.3rem; border-radius: 4px; }
an image attachment is previewed inline, bounded so it cannot dominate the page. */
.msgbody { white-space: pre-wrap; word-break: break-word; background: var(--bg); padding: 0.6rem 0.8rem; border-radius: 6px; margin: 0.6rem 0; }
.attach { max-width: 100%; max-height: 480px; height: auto; border: 1px solid var(--line); border-radius: 6px; }
+
+/* Game replay (admin): a script-stepped board with rack panels around it, a move log and the
+ first-move draw. A placed tile shows its value as a subscript; a 0 value (a blank) shows none. */
+.replay-stage {
+ display: grid;
+ grid-template-columns: auto minmax(0, 1fr) auto;
+ grid-template-areas: ". top ." "left board right" ". bottom .";
+ gap: 0.5rem;
+ align-items: center;
+ justify-items: center;
+ margin-bottom: 0.6rem;
+}
+.rack-top { grid-area: top; }
+.rack-bottom { grid-area: bottom; }
+.rack-left { grid-area: left; }
+.rack-right { grid-area: right; }
+.replay-board { grid-area: board; overflow: auto; }
+.board-grid {
+ display: grid;
+ grid-template-columns: 1.4rem repeat(15, 1.7rem);
+ grid-auto-rows: 1.7rem;
+ gap: 1px;
+ background: var(--line);
+ border: 1px solid var(--line);
+ width: max-content;
+}
+.board-grid .bh { display: flex; align-items: center; justify-content: center; font-size: 0.6rem; color: var(--ink-dim); background: var(--panel); }
+.board-grid .cell { position: relative; display: flex; align-items: center; justify-content: center; background: var(--panel-hi); }
+.cell .prem { font-size: 0.55rem; color: var(--ink); opacity: 0.8; }
+.cell.tw { background: #7a2230; }
+.cell.dw { background: #a8506a; }
+.cell.tl { background: #235a7a; }
+.cell.dl { background: #3f87a8; }
+.cell.centre .prem { font-size: 0.95rem; color: var(--warn); opacity: 1; }
+.tile {
+ display: inline-flex; align-items: baseline; justify-content: center;
+ min-width: 1.35rem; height: 1.35rem; padding: 0 0.12rem;
+ background: #e8d9a0; color: #1b1408; border-radius: 3px;
+ font-weight: 700; font-size: 0.8rem; line-height: 1.35rem;
+}
+.tile sub { font-size: 0.5rem; font-weight: 600; line-height: 1; align-self: flex-end; margin-left: 1px; }
+.tile.blank { background: #cdbfe0; }
+.cell.filled { background: var(--panel-hi); }
+.cell.filled .tile { width: 100%; height: 100%; border-radius: 2px; }
+.rack-slot { padding: 0.25rem; border-radius: 6px; }
+.rack-slot.active { outline: 2px solid var(--accent); background: var(--panel-hi); }
+.rack-name { font-size: 0.72rem; color: var(--ink-dim); margin-bottom: 0.2rem; text-align: center; }
+.rack-tiles { display: flex; gap: 2px; flex-wrap: wrap; justify-content: center; }
+.rack-left .rack-tiles, .rack-right .rack-tiles { flex-direction: column; }
+.replay-controls { display: flex; align-items: center; gap: 0.8rem; justify-content: center; margin: 0.6rem 0; }
+.replay-controls button { background: var(--panel-hi); color: var(--ink); border: 1px solid var(--line); font-weight: 600; }
+.replay-controls button:disabled { opacity: 0.4; cursor: default; }
+.replay-pos { color: var(--ink-dim); font-variant-numeric: tabular-nums; }
+.replay-log { margin: 0.4rem 0 0; padding-left: 1.4rem; max-height: 14rem; overflow: auto; font-size: 0.85rem; }
+.replay-log li { color: var(--ink-dim); padding: 0.1rem 0; }
+.replay-log li.cur { color: var(--ink); font-weight: 600; }
diff --git a/backend/internal/adminconsole/templates/pages/game_detail.gohtml b/backend/internal/adminconsole/templates/pages/game_detail.gohtml
index 08316b1..0c33a48 100644
--- a/backend/internal/adminconsole/templates/pages/game_detail.gohtml
+++ b/backend/internal/adminconsole/templates/pages/game_detail.gohtml
@@ -27,5 +27,87 @@
{{if .HasRobot}}
Play-to-win is decided once per game from the bag seed; robots play to win in ~{{.RobotTargetPct}}% of games.
{{end}}
+{{if .SetupDraws}}
+
First-move draw
+
Each player draws a tile; the one closest to “A” moves first (a blank beats every letter), ties re-drawing until a single leader remains.{{if .FirstMover}} {{.FirstMover}} leads.{{end}}
+
+
+
+{{end}}
{{end}}
{{- end}}
diff --git a/backend/internal/adminconsole/views.go b/backend/internal/adminconsole/views.go
index 59cb2f7..7142021 100644
--- a/backend/internal/adminconsole/views.go
+++ b/backend/internal/adminconsole/views.go
@@ -268,6 +268,27 @@ type GameDetailView struct {
// RobotTargetPct is the configured global play-to-win rate, in percent.
HasRobot bool
RobotTargetPct int
+ // ReplayJSON is the game-replay payload (board, seats, per-step racks/scores/bag) the
+ // game_detail page feeds to its vanilla-JS stepper; HasReplay gates the replay section.
+ ReplayJSON template.JS
+ HasReplay bool
+ // SetupDraws is the first-move draw — one row per tile drawn (docs/ARCHITECTURE.md §6) —
+ // and FirstMover is the resolved name of the seat-0 player the draw elected.
+ SetupDraws []SetupDrawRow
+ FirstMover string
+}
+
+// SetupDrawRow is one tile drawn in the first-move seeding (docs/ARCHITECTURE.md §6): the
+// round, the player (Name/AccountID, or "(opponent)" with an empty AccountID for an
+// auto-match synthetic draw not yet back-filled), the drawn letter (upper-cased; "?" for a
+// blank) and its draw rank.
+type SetupDrawRow struct {
+ Round int
+ Name string
+ AccountID string
+ Letter string
+ Blank bool
+ Rank int
}
// SeatRow is one seat of a game. For a robot seat (IsRobot) RobotIntent is the game's
diff --git a/backend/internal/engine/setup.go b/backend/internal/engine/setup.go
new file mode 100644
index 0000000..e0a8ee2
--- /dev/null
+++ b/backend/internal/engine/setup.go
@@ -0,0 +1,52 @@
+package engine
+
+import "fmt"
+
+// SetupTile is one tile of a variant's full bag, decoded for the first-move draw
+// (docs/ARCHITECTURE.md §6): its concrete letter (or the blank marker), a blank
+// flag, and its draw rank. Lower rank wins the draw — a blank ranks above every
+// letter, and letters rank by alphabet index, so the tile closest to the start of
+// the alphabet ("A") wins. It is dictionary-independent, built from the variant's
+// solver ruleset alone.
+type SetupTile struct {
+ // Letter is the concrete character (the case the solver ruleset emits), or
+ // the blank marker "?" for a blank.
+ Letter string
+ // Blank reports whether the tile is a blank.
+ Blank bool
+ // Rank orders the draw: BlankRank for a blank (best), else the letter's
+ // alphabet index (0 = closest to "A").
+ Rank int
+}
+
+// BlankRank is the first-move draw rank of a blank: below every letter index, so a
+// blank always beats a lettered tile, matching the official rule that a blank
+// supersedes all letters.
+const BlankRank = -1
+
+// SetupBag returns variant's full tile bag — every lettered tile expanded by its
+// count, plus one entry per blank — decoded for the first-move seeding draw. The
+// order is deterministic (alphabet order, blanks last); callers shuffle it with
+// their own entropy. It needs no dictionary, so it is built from the variant's
+// ruleset alone and reports ErrUnknownVariant for an unrecognised variant.
+func SetupBag(v Variant) ([]SetupTile, error) {
+ rs, ok := v.ruleset()
+ if !ok {
+ return nil, fmt.Errorf("%w: %d", ErrUnknownVariant, v)
+ }
+ bag := make([]SetupTile, 0, 128)
+ for i, n := range rs.Counts {
+ ch, err := rs.Alphabet.Character(byte(i))
+ if err != nil {
+ // An offered variant's alphabet never yields a bad index; skip defensively.
+ continue
+ }
+ for range n {
+ bag = append(bag, SetupTile{Letter: ch, Rank: i})
+ }
+ }
+ for range rs.Blanks {
+ bag = append(bag, SetupTile{Letter: blankLetter, Blank: true, Rank: BlankRank})
+ }
+ return bag, nil
+}
diff --git a/backend/internal/engine/setup_test.go b/backend/internal/engine/setup_test.go
new file mode 100644
index 0000000..f986133
--- /dev/null
+++ b/backend/internal/engine/setup_test.go
@@ -0,0 +1,47 @@
+package engine
+
+import (
+ "errors"
+ "testing"
+)
+
+func TestSetupBagEnglish(t *testing.T) {
+ bag, err := SetupBag(VariantEnglish)
+ if err != nil {
+ t.Fatalf("SetupBag: %v", err)
+ }
+ // English Scrabble: 98 lettered tiles + 2 blanks = 100.
+ if len(bag) != 100 {
+ t.Fatalf("bag size = %d, want 100", len(bag))
+ }
+ blanks, aCount := 0, 0
+ for _, tl := range bag {
+ switch {
+ case tl.Blank:
+ blanks++
+ if tl.Rank != BlankRank {
+ t.Errorf("blank rank = %d, want %d", tl.Rank, BlankRank)
+ }
+ if tl.Letter != blankLetter {
+ t.Errorf("blank letter = %q, want %q", tl.Letter, blankLetter)
+ }
+ case tl.Letter == "a":
+ aCount++
+ if tl.Rank != 0 {
+ t.Errorf("'a' rank = %d, want 0 (closest to A)", tl.Rank)
+ }
+ }
+ }
+ if blanks != 2 {
+ t.Errorf("blanks = %d, want 2", blanks)
+ }
+ if aCount != 9 {
+ t.Errorf("'a' count = %d, want 9", aCount)
+ }
+}
+
+func TestSetupBagUnknownVariant(t *testing.T) {
+ if _, err := SetupBag(Variant(99)); !errors.Is(err, ErrUnknownVariant) {
+ t.Fatalf("err = %v, want ErrUnknownVariant", err)
+ }
+}
diff --git a/backend/internal/game/replay_timeline.go b/backend/internal/game/replay_timeline.go
new file mode 100644
index 0000000..a7f2da8
--- /dev/null
+++ b/backend/internal/game/replay_timeline.go
@@ -0,0 +1,144 @@
+package game
+
+import (
+ "context"
+ "errors"
+ "fmt"
+
+ "github.com/google/uuid"
+
+ "scrabble/backend/internal/engine"
+)
+
+// ReplayStep is one step of an admin game replay: the move that produced it (nil for the
+// initial dealt state, step 0) and the resulting position — every seat's rack, the running
+// scores, whose turn it is and the bag remainder. Step k's board is the union of every
+// play's placements through step k, which the renderer accumulates onto an empty grid
+// (docs/ARCHITECTURE.md §9.1 visual replay).
+type ReplayStep struct {
+ // Move is the journalled move that produced this state, or nil for the initial deal.
+ Move *HistoryMove
+ // Drawn lists the tiles the mover drew from the bag after this move ("?" for a blank);
+ // empty for the initial deal, a pass or a resignation.
+ Drawn []string
+ // Racks holds every seat's rack at this step, indexed by seat ("?" for a blank).
+ Racks [][]string
+ // Scores holds every seat's running score, indexed by seat.
+ Scores []int
+ // ToMove is the seat to move at this step.
+ ToMove int
+ // BagLen is the number of tiles left in the bag at this step.
+ BagLen int
+}
+
+// ReplayTimelineView is the admin replay of a game: the persisted game plus the ordered
+// replay steps (the initial deal followed by one step per journalled move).
+type ReplayTimelineView struct {
+ Game Game
+ Steps []ReplayStep
+}
+
+// ReplayTimeline rebuilds a game from its pinned seed and journal and returns the ordered
+// replay steps for the admin console: the initial deal (step 0) then one step per
+// journalled move, each carrying the resulting racks, scores, turn cursor, bag size and the
+// tiles the mover drew. The deterministic bag makes the reconstruction exact. It needs no
+// dictionary beyond the engine the seed deals, and — like the live replay — stops early if a
+// committed move became illegal under tightened rules rather than failing.
+func (svc *Service) ReplayTimeline(ctx context.Context, gameID uuid.UUID) (ReplayTimelineView, error) {
+ pre, err := svc.store.GetGame(ctx, gameID)
+ if err != nil {
+ return ReplayTimelineView{}, err
+ }
+ seed, err := svc.store.GameSeed(ctx, gameID)
+ if err != nil {
+ return ReplayTimelineView{}, err
+ }
+ g, err := engine.New(svc.registry, engine.Options{
+ Variant: pre.Variant,
+ Version: pre.DictVersion,
+ Players: pre.Players,
+ Seed: seed,
+ DropoutTiles: pre.DropoutTiles,
+ MultipleWordsPerTurn: pre.MultipleWordsPerTurn,
+ })
+ if err != nil {
+ return ReplayTimelineView{}, err
+ }
+ moves, err := svc.store.GetJournal(ctx, gameID)
+ if err != nil {
+ return ReplayTimelineView{}, err
+ }
+ steps := make([]ReplayStep, 0, len(moves)+1)
+ steps = append(steps, snapshotStep(g, nil, nil))
+ for i := range moves {
+ mv := moves[i]
+ before := g.Hand(mv.Seat)
+ if err := replayMove(g, mv); err != nil {
+ if errors.Is(err, engine.ErrIllegalPlay) {
+ g.Abort()
+ break
+ }
+ return ReplayTimelineView{}, fmt.Errorf("game: replay-timeline %s move %d: %w", gameID, mv.Seq, err)
+ }
+ moveCopy := mv
+ steps = append(steps, snapshotStep(g, &moveCopy, drawnTiles(before, g.Hand(mv.Seat), usedTiles(mv))))
+ }
+ return ReplayTimelineView{Game: pre, Steps: steps}, nil
+}
+
+// snapshotStep captures the position after applying move (nil for the initial deal): every
+// seat's rack and score, the turn cursor and the bag size, with the supplied drawn tiles.
+func snapshotStep(g *engine.Game, move *HistoryMove, drawn []string) ReplayStep {
+ n := g.Players()
+ racks := make([][]string, n)
+ scores := make([]int, n)
+ for i := 0; i < n; i++ {
+ racks[i] = g.Hand(i)
+ scores[i] = g.Score(i)
+ }
+ return ReplayStep{Move: move, Drawn: drawn, Racks: racks, Scores: scores, ToMove: g.ToMove(), BagLen: g.BagLen()}
+}
+
+// usedTiles returns the rack tiles a move consumed ("?" for a blank): the placed tiles of a
+// play or the swapped tiles of an exchange; a pass or resignation consumes none.
+func usedTiles(mv HistoryMove) []string {
+ switch mv.Action {
+ case "play":
+ used := make([]string, len(mv.Tiles))
+ for i, t := range mv.Tiles {
+ if t.Blank {
+ used[i] = "?" // a placed blank leaves the rack as the blank marker
+ } else {
+ used[i] = t.Letter
+ }
+ }
+ return used
+ case "exchange":
+ return mv.Exchanged
+ }
+ return nil
+}
+
+// drawnTiles returns the tiles the mover drew from the bag: the post-move rack (after) minus
+// the tiles kept (before minus used). It compares the racks as multisets, so duplicate
+// letters are counted correctly.
+func drawnTiles(before, after, used []string) []string {
+ kept := make(map[string]int, len(before))
+ for _, t := range before {
+ kept[t]++
+ }
+ for _, t := range used {
+ if kept[t] > 0 {
+ kept[t]--
+ }
+ }
+ var drawn []string
+ for _, t := range after {
+ if kept[t] > 0 {
+ kept[t]--
+ continue
+ }
+ drawn = append(drawn, t)
+ }
+ return drawn
+}
diff --git a/backend/internal/game/replay_timeline_test.go b/backend/internal/game/replay_timeline_test.go
new file mode 100644
index 0000000..f6b126c
--- /dev/null
+++ b/backend/internal/game/replay_timeline_test.go
@@ -0,0 +1,50 @@
+package game
+
+import (
+ "reflect"
+ "testing"
+
+ "scrabble/backend/internal/engine"
+)
+
+func TestUsedTiles(t *testing.T) {
+ tests := []struct {
+ name string
+ mv HistoryMove
+ want []string
+ }{
+ {"pass", HistoryMove{Action: "pass"}, nil},
+ {"resign", HistoryMove{Action: "resign"}, nil},
+ {"play with blank", HistoryMove{Action: "play", Tiles: []engine.TileRecord{{Letter: "a"}, {Letter: "b", Blank: true}}}, []string{"a", "?"}},
+ {"exchange", HistoryMove{Action: "exchange", Exchanged: []string{"a", "?"}}, []string{"a", "?"}},
+ }
+ for _, tt := range tests {
+ t.Run(tt.name, func(t *testing.T) {
+ if got := usedTiles(tt.mv); !reflect.DeepEqual(got, tt.want) {
+ t.Fatalf("usedTiles = %v, want %v", got, tt.want)
+ }
+ })
+ }
+}
+
+func TestDrawnTiles(t *testing.T) {
+ tests := []struct {
+ name string
+ before, used []string
+ after []string
+ want []string
+ }{
+ {"play refill", []string{"a", "b", "c", "d"}, []string{"a", "b"}, []string{"c", "d", "e", "f"}, []string{"e", "f"}},
+ {"blank played", []string{"?", "a"}, []string{"?"}, []string{"a", "x"}, []string{"x"}},
+ {"pass keeps rack", []string{"a", "b"}, nil, []string{"a", "b"}, nil},
+ {"duplicate letters", []string{"e", "e", "e"}, []string{"e"}, []string{"e", "e", "q"}, []string{"q"}},
+ {"empty bag no refill", []string{"a", "b"}, []string{"a"}, []string{"b"}, nil},
+ }
+ for _, tt := range tests {
+ t.Run(tt.name, func(t *testing.T) {
+ if got := drawnTiles(tt.before, tt.after, tt.used); !reflect.DeepEqual(got, tt.want) {
+ t.Fatalf("drawnTiles = %v, want %v", got, tt.want)
+ }
+ })
+ }
+}
diff --git a/backend/internal/game/seating.go b/backend/internal/game/seating.go
new file mode 100644
index 0000000..8c2f7dd
--- /dev/null
+++ b/backend/internal/game/seating.go
@@ -0,0 +1,156 @@
+package game
+
+import (
+ "crypto/rand"
+ "fmt"
+ "math/big"
+
+ "github.com/google/uuid"
+
+ "scrabble/backend/internal/engine"
+)
+
+// maxSeedingRounds caps the first-move draw's tie re-draws. With a real bag a tie
+// breaks with positive probability each round, so this is reached only by a
+// degenerate (e.g. test) entropy source that ties forever; the cap turns that into
+// an error instead of an infinite loop.
+const maxSeedingRounds = 1000
+
+// SetupDraw is one recorded tile draw of the first-move seeding — one row of
+// game_setup_draws (docs/ARCHITECTURE.md §6, §9): the round, the draw order within
+// it, the seated account that drew, and the decoded tile with its rank. It is
+// dictionary-independent: the letter, the blank flag and the numeric rank describe
+// the draw without any alphabet table.
+type SetupDraw struct {
+ Round int
+ PickNo int
+ Account uuid.UUID
+ Letter string
+ Blank bool
+ Rank int
+}
+
+// seedingResult is the outcome of the first-move seeding: the winning account, the
+// seated accounts rotated so the winner leads (seat 0), and the full draw log to
+// persist.
+type seedingResult struct {
+ winner uuid.UUID
+ order []uuid.UUID
+ draws []SetupDraw
+}
+
+// drawIntn returns a uniformly random integer in [0, n) for n > 0. It is the
+// entropy seam of the first-move seeding: production uses crypto/rand (cryptoIntn),
+// so every draw is honestly random with no single seed; tests inject a
+// deterministic source.
+type drawIntn func(n int) (int, error)
+
+// cryptoIntn draws a uniform integer in [0, n) from crypto/rand — the honest,
+// seedless entropy the first-move draw requires.
+func cryptoIntn(n int) (int, error) {
+ v, err := rand.Int(rand.Reader, big.NewInt(int64(n)))
+ if err != nil {
+ return 0, fmt.Errorf("game: first-move draw entropy: %w", err)
+ }
+ return int(v.Int64()), nil
+}
+
+// seedFirstMove runs the official first-move draw over accounts for variant v,
+// drawing tiles with the entropy source intn. Each round every contender draws one
+// tile (without replacement) from a fresh full bag; the tile closest to "A" wins, a
+// blank beating every letter; contenders tied for the best tile re-draw in the next
+// round until a single leader remains. It returns the leader, the rotation that
+// seats the leader first (preserving the others' seating order), and every draw for
+// the record. It performs no I/O beyond calling intn.
+func seedFirstMove(v engine.Variant, accounts []uuid.UUID, intn drawIntn) (seedingResult, error) {
+ if len(accounts) < 2 {
+ return seedingResult{}, fmt.Errorf("game: first-move seeding needs at least 2 accounts, got %d", len(accounts))
+ }
+ full, err := engine.SetupBag(v)
+ if err != nil {
+ return seedingResult{}, err
+ }
+ contenders := append([]uuid.UUID(nil), accounts...)
+ var draws []SetupDraw
+ for round := 1; ; round++ {
+ if round > maxSeedingRounds {
+ return seedingResult{}, fmt.Errorf("game: first-move seeding unresolved after %d rounds", maxSeedingRounds)
+ }
+ bag := append([]engine.SetupTile(nil), full...)
+ picks := make([]engine.SetupTile, len(contenders))
+ for i, acc := range contenders {
+ tile, rest, err := drawSetupTile(bag, intn)
+ if err != nil {
+ return seedingResult{}, err
+ }
+ bag = rest
+ picks[i] = tile
+ draws = append(draws, SetupDraw{
+ Round: round, PickNo: i, Account: acc,
+ Letter: tile.Letter, Blank: tile.Blank, Rank: tile.Rank,
+ })
+ }
+ winners := bestContenders(contenders, picks)
+ if len(winners) == 1 {
+ return seedingResult{winner: winners[0], order: rotateToFirst(accounts, winners[0]), draws: draws}, nil
+ }
+ contenders = winners
+ }
+}
+
+// drawSetupTile removes one uniformly random tile from bag using the entropy source
+// intn and returns it with the shrunk bag (a fresh slice, leaving bag untouched).
+// It is the per-tile draw primitive — the seam a future manual "player N draws a
+// tile" tournament API will drive, one call per external request.
+func drawSetupTile(bag []engine.SetupTile, intn drawIntn) (engine.SetupTile, []engine.SetupTile, error) {
+ if len(bag) == 0 {
+ return engine.SetupTile{}, nil, fmt.Errorf("game: first-move draw from an empty bag")
+ }
+ i, err := intn(len(bag))
+ if err != nil {
+ return engine.SetupTile{}, nil, err
+ }
+ if i < 0 || i >= len(bag) {
+ return engine.SetupTile{}, nil, fmt.Errorf("game: first-move draw index %d out of range %d", i, len(bag))
+ }
+ tile := bag[i]
+ rest := make([]engine.SetupTile, 0, len(bag)-1)
+ rest = append(rest, bag[:i]...)
+ rest = append(rest, bag[i+1:]...)
+ return tile, rest, nil
+}
+
+// bestContenders returns the contenders whose drawn tile has the lowest (best)
+// rank — the sole winner if one, else the tied set that re-draws. picks is aligned
+// with contenders by index.
+func bestContenders(contenders []uuid.UUID, picks []engine.SetupTile) []uuid.UUID {
+ best := picks[0].Rank
+ for _, p := range picks[1:] {
+ if p.Rank < best {
+ best = p.Rank
+ }
+ }
+ var winners []uuid.UUID
+ for i, p := range picks {
+ if p.Rank == best {
+ winners = append(winners, contenders[i])
+ }
+ }
+ return winners
+}
+
+// rotateToFirst returns accounts rotated cyclically so winner sits first (seat 0),
+// preserving the seating order of the rest (docs/ARCHITECTURE.md §6). winner must be
+// present in accounts.
+func rotateToFirst(accounts []uuid.UUID, winner uuid.UUID) []uuid.UUID {
+ i := 0
+ for ; i < len(accounts); i++ {
+ if accounts[i] == winner {
+ break
+ }
+ }
+ out := make([]uuid.UUID, 0, len(accounts))
+ out = append(out, accounts[i:]...)
+ out = append(out, accounts[:i]...)
+ return out
+}
diff --git a/backend/internal/game/seating_test.go b/backend/internal/game/seating_test.go
new file mode 100644
index 0000000..b73abee
--- /dev/null
+++ b/backend/internal/game/seating_test.go
@@ -0,0 +1,130 @@
+package game
+
+import (
+ "testing"
+
+ "github.com/google/uuid"
+
+ "scrabble/backend/internal/engine"
+)
+
+// scriptIntn returns a drawIntn that yields the scripted indices in order, failing
+// the test if the script is exhausted or an index is out of range. It lets a test
+// drive the first-move draw deterministically (English SetupBag order: 9 'a' at
+// 0..8, then 'b' …, blanks last).
+func scriptIntn(t *testing.T, seq ...int) drawIntn {
+ t.Helper()
+ i := 0
+ return func(n int) (int, error) {
+ if i >= len(seq) {
+ t.Fatalf("intn script exhausted (asked for [0,%d))", n)
+ }
+ v := seq[i]
+ i++
+ if v < 0 || v >= n {
+ t.Fatalf("intn script value %d out of range [0,%d)", v, n)
+ }
+ return v, nil
+ }
+}
+
+func TestSeedFirstMoveDirectWinner(t *testing.T) {
+ a, b := uuid.New(), uuid.New()
+ // a draws bag[0]='a' (rank 0); b draws bag[8]='b' (rank 1) → a wins, no tie.
+ res, err := seedFirstMove(engine.VariantEnglish, []uuid.UUID{a, b}, scriptIntn(t, 0, 8))
+ if err != nil {
+ t.Fatalf("seedFirstMove: %v", err)
+ }
+ if res.winner != a {
+ t.Fatalf("winner = %v, want %v", res.winner, a)
+ }
+ if got := res.order; len(got) != 2 || got[0] != a || got[1] != b {
+ t.Fatalf("order = %v, want [a b]", got)
+ }
+ if len(res.draws) != 2 {
+ t.Fatalf("draws = %d, want 2", len(res.draws))
+ }
+}
+
+func TestSeedFirstMoveBlankSupersedes(t *testing.T) {
+ a, b := uuid.New(), uuid.New()
+ // a draws 'a' (rank 0); after the draw the two blanks sit at 97,98 — b draws
+ // bag[97], a blank, which beats every letter.
+ res, err := seedFirstMove(engine.VariantEnglish, []uuid.UUID{a, b}, scriptIntn(t, 0, 97))
+ if err != nil {
+ t.Fatalf("seedFirstMove: %v", err)
+ }
+ if res.winner != b {
+ t.Fatalf("winner = %v, want %v (blank supersedes)", res.winner, b)
+ }
+ last := res.draws[len(res.draws)-1]
+ if !last.Blank || last.Rank != engine.BlankRank || last.Letter != "?" {
+ t.Fatalf("winning draw = %+v, want a blank (rank %d, '?')", last, engine.BlankRank)
+ }
+}
+
+func TestSeedFirstMoveTieRedraw(t *testing.T) {
+ a, b, c := uuid.New(), uuid.New(), uuid.New()
+ // Round 1: a→bag[0]='a'(0), b→bag[0]='a'(0), c→bag[7]='b'(1) → a,b tie best.
+ // Round 2 (a,b only): a→bag[0]='a'(0), b→bag[8]='b'(1) → a wins.
+ res, err := seedFirstMove(engine.VariantEnglish, []uuid.UUID{a, b, c}, scriptIntn(t, 0, 0, 7, 0, 8))
+ if err != nil {
+ t.Fatalf("seedFirstMove: %v", err)
+ }
+ if res.winner != a {
+ t.Fatalf("winner = %v, want %v", res.winner, a)
+ }
+ if len(res.draws) != 5 {
+ t.Fatalf("draws = %d, want 5 (3 in round 1, 2 in round 2)", len(res.draws))
+ }
+ if res.draws[2].Round != 1 || res.draws[3].Round != 2 {
+ t.Fatalf("round boundaries wrong: %+v", res.draws)
+ }
+ // The full table keeps every account's seating order, winner first.
+ if got := res.order; got[0] != a || got[1] != b || got[2] != c {
+ t.Fatalf("order = %v, want [a b c]", got)
+ }
+}
+
+func TestSeedFirstMoveTooFewAccounts(t *testing.T) {
+ if _, err := seedFirstMove(engine.VariantEnglish, []uuid.UUID{uuid.New()}, scriptIntn(t)); err == nil {
+ t.Fatal("want error for a single account")
+ }
+}
+
+func TestSeedFirstMovePerpetualTieCapped(t *testing.T) {
+ a, b := uuid.New(), uuid.New()
+ // Always drawing bag[0] gives both players an 'a' every round — a tie that never
+ // resolves; the round cap must turn it into an error, not an infinite loop.
+ alwaysZero := drawIntn(func(int) (int, error) { return 0, nil })
+ if _, err := seedFirstMove(engine.VariantEnglish, []uuid.UUID{a, b}, alwaysZero); err == nil {
+ t.Fatal("want error when ties never resolve")
+ }
+}
+
+func TestRotateToFirst(t *testing.T) {
+ a, b, c, d := uuid.New(), uuid.New(), uuid.New(), uuid.New()
+ tests := []struct {
+ name string
+ accounts []uuid.UUID
+ winner uuid.UUID
+ want []uuid.UUID
+ }{
+ {"two winner second", []uuid.UUID{a, b}, b, []uuid.UUID{b, a}},
+ {"three winner first", []uuid.UUID{a, b, c}, a, []uuid.UUID{a, b, c}},
+ {"four winner third", []uuid.UUID{a, b, c, d}, c, []uuid.UUID{c, d, a, b}},
+ }
+ for _, tt := range tests {
+ t.Run(tt.name, func(t *testing.T) {
+ got := rotateToFirst(tt.accounts, tt.winner)
+ if len(got) != len(tt.want) {
+ t.Fatalf("len = %d, want %d", len(got), len(tt.want))
+ }
+ for i := range got {
+ if got[i] != tt.want[i] {
+ t.Fatalf("rotate = %v, want %v", got, tt.want)
+ }
+ }
+ })
+ }
+}
diff --git a/backend/internal/game/service.go b/backend/internal/game/service.go
index 5b2dac5..3da994c 100644
--- a/backend/internal/game/service.go
+++ b/backend/internal/game/service.go
@@ -38,7 +38,12 @@ type Service struct {
version string
clock func() time.Time
rng func() int64
- pub notify.Publisher
+ // firstMoveEntropy returns the entropy source for one game's first-move draw
+ // (docs/ARCHITECTURE.md §6). The default is crypto/rand — an honest, seedless draw;
+ // tests override it via SetFirstMoveEntropy for a deterministic turn order. It is a
+ // factory so a stateful test source restarts cleanly per game.
+ firstMoveEntropy func() drawIntn
+ pub notify.Publisher
// aiTrigger, when set, is called after an honest-AI game is created or advanced and
// is still on a robot's potential turn, so the robot replies at once instead of
// waiting for the next driver scan. It is fire-and-forget (the robot package wires
@@ -59,17 +64,18 @@ type Service struct {
func NewService(store *Store, accounts *account.Store, registry *engine.Registry, cfg Config, log *zap.Logger) *Service {
clock := func() time.Time { return time.Now().UTC() }
return &Service{
- store: store,
- accounts: accounts,
- registry: registry,
- cache: newGameCache(cfg.CacheTTL, clock),
- locks: newKeyedMutex(),
- version: cfg.DictVersion,
- clock: clock,
- rng: randomSeed,
- pub: notify.Nop{},
- metrics: defaultGameMetrics(),
- log: log,
+ store: store,
+ accounts: accounts,
+ registry: registry,
+ cache: newGameCache(cfg.CacheTTL, clock),
+ locks: newKeyedMutex(),
+ version: cfg.DictVersion,
+ clock: clock,
+ rng: randomSeed,
+ firstMoveEntropy: func() drawIntn { return cryptoIntn },
+ pub: notify.Nop{},
+ metrics: defaultGameMetrics(),
+ log: log,
}
}
@@ -101,6 +107,18 @@ func (svc *Service) SetNudgeClearer(fn func(ctx context.Context, gameID, account
svc.clearNudges = fn
}
+// SetFirstMoveEntropy overrides the entropy source for the first-move draw
+// (docs/ARCHITECTURE.md §6). It must be called during wiring or test setup before any
+// game is created; the production default is crypto/rand and is never overridden.
+// factory returns a fresh draw function per game, so a stateful deterministic test
+// source restarts cleanly for each game. It exists for deterministic tests.
+func (svc *Service) SetFirstMoveEntropy(factory func() func(n int) (int, error)) {
+ if factory == nil {
+ return
+ }
+ svc.firstMoveEntropy = func() drawIntn { return drawIntn(factory()) }
+}
+
// triggerAI fires the honest-AI fast-move hook for an active vs_ai game (best-effort,
// fire-and-forget). It is a no-op for non-AI games, finished games and when no hook is
// installed, so callers can invoke it unconditionally after a create or commit.
@@ -191,15 +209,32 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
}
}
seen := make(map[uuid.UUID]bool, len(params.Seats))
- seats := make([]seatInsert, len(params.Seats))
- for i, id := range params.Seats {
+ for _, id := range params.Seats {
if seen[id] {
return Game{}, fmt.Errorf("%w: account %s seated twice", ErrInvalidConfig, id)
}
seen[id] = true
- // Snapshot each seat's display name at creation. For a vs-AI game this stamps the
- // robot's seeded account name (unchanged behaviour); a disguised auto-match robot
- // instead gets a fresh per-game name when the reaper attaches it (AttachRobot).
+ }
+
+ // Decide who moves first by the official draw (docs/ARCHITECTURE.md §6): each seated
+ // account draws a tile, the one closest to "A" leads (a blank supersedes all letters),
+ // ties re-drawing until a single leader remains. Each draw uses fresh entropy, not the
+ // game seed, so the recorded draws — persisted with the game — are the only account of
+ // the outcome. The winner takes seat 0; the rest keep their order.
+ seeding, err := seedFirstMove(params.Variant, params.Seats, svc.firstMoveEntropy())
+ if err != nil {
+ if errors.Is(err, engine.ErrUnknownVariant) {
+ return Game{}, fmt.Errorf("%w: %v", ErrInvalidConfig, err)
+ }
+ return Game{}, err
+ }
+
+ // Build the seats in the drawn turn order, snapshotting each seat's display name. For a
+ // vs-AI game this stamps the robot's seeded account name (unchanged behaviour); a
+ // disguised auto-match robot instead gets a fresh per-game name when the reaper attaches
+ // it (AttachRobot).
+ seats := make([]seatInsert, len(seeding.order))
+ for i, id := range seeding.order {
acc, err := svc.accounts.GetByID(ctx, id)
if err != nil {
if errors.Is(err, account.ErrNotFound) {
@@ -249,7 +284,7 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
multipleWordsPerTurn: params.MultipleWordsPerTurn,
vsAI: params.VsAI,
}
- if err := svc.store.CreateGame(ctx, ins, seats); err != nil {
+ if err := svc.store.CreateGame(ctx, ins, seats, seeding.draws); err != nil {
return Game{}, err
}
svc.cache.put(id, g, params.Variant.String())
@@ -312,14 +347,27 @@ func (svc *Service) OpenOrJoin(ctx context.Context, accountID uuid.UUID, params
status: StatusOpen,
openDeadline: &deadline,
}
- // Seat the caller at seat 0 or seat 1 (seat 0 always moves first), snapshotting their
- // display name; the other seat is left empty (a zero seatInsert) for the opponent.
- caller := seatInsert{accountID: accountID, displayName: acc.DisplayName}
- seats := []seatInsert{caller, {}}
- if seed&1 == 1 {
- seats = []seatInsert{{}, caller}
+ // Decide the first move now by the official draw, with the not-yet-arrived opponent as a
+ // synthetic placeholder (uuid.Nil): the draw fixes who sits at seat 0 — and so moves
+ // first — before either player acts (docs/ARCHITECTURE.md §6). The caller takes their
+ // drawn seat; the opponent seat is left empty. The opponent's draw rows are recorded with
+ // a NULL account and back-filled when a real opponent joins. Each draw uses fresh entropy,
+ // not the game seed. seats/draws are used only when a fresh game is opened.
+ seeding, err := seedFirstMove(params.Variant, []uuid.UUID{accountID, uuid.Nil}, svc.firstMoveEntropy())
+ if err != nil {
+ if errors.Is(err, engine.ErrUnknownVariant) {
+ return Game{}, false, fmt.Errorf("%w: %v", ErrInvalidConfig, err)
+ }
+ return Game{}, false, err
}
- gameID, joined, created, err := svc.store.OpenOrJoin(ctx, accountID, acc.DisplayName, ins, seats, exclude)
+ caller := seatInsert{accountID: accountID, displayName: acc.DisplayName}
+ seats := make([]seatInsert, len(seeding.order))
+ for seat, who := range seeding.order {
+ if who == accountID {
+ seats[seat] = caller // the empty opponent seat stays a zero seatInsert
+ }
+ }
+ gameID, joined, created, err := svc.store.OpenOrJoin(ctx, accountID, acc.DisplayName, ins, seats, exclude, seeding.draws)
if err != nil {
return Game{}, false, err
}
@@ -547,8 +595,9 @@ func (svc *Service) transition(ctx context.Context, gameID, accountID uuid.UUID,
return MoveResult{}, ErrNotAPlayer
}
// A move is allowed while the game is active or still open (the starter may move on
- // their turn before an opponent joins); only a finished game rejects it. The turn
- // check below keeps the starter off the still-empty opponent seat.
+ // their turn before an opponent joins; the first-move draw ran when the game opened, so
+ // the seats are already fixed); only a finished game rejects it. The turn check below
+ // keeps the starter off the still-empty opponent seat.
if pre.Status == StatusFinished {
return MoveResult{}, ErrFinished
}
@@ -1287,6 +1336,14 @@ func (svc *Service) History(ctx context.Context, gameID uuid.UUID) (HistoryView,
return HistoryView{Game: g, Moves: moves}, nil
}
+// SetupDraws returns a game's recorded first-move draws (docs/ARCHITECTURE.md §6), ordered by
+// round then pick. It backs the admin console's first-move section. An auto-match opponent's
+// draws carry uuid.Nil until a real opponent joins and back-fills them; an empty slice means
+// the game predates the draw record.
+func (svc *Service) SetupDraws(ctx context.Context, gameID uuid.UUID) ([]SetupDraw, error) {
+ return svc.store.SetupDraws(ctx, gameID)
+}
+
// ExportGCG renders a game as GCG text from the journal alone (no dictionary). It
// is allowed only on a finished game: exporting an in-progress game would leak the
// full move journal mid-play, so an active game yields ErrGameActive.
diff --git a/backend/internal/game/store.go b/backend/internal/game/store.go
index 90ab3a2..30add2e 100644
--- a/backend/internal/game/store.go
+++ b/backend/internal/game/store.go
@@ -127,11 +127,14 @@ type seatInsert struct {
displayName string
}
-// CreateGame inserts the games row and one game_players row per seat (seat 0
-// first) inside a single transaction.
-func (s *Store) CreateGame(ctx context.Context, ins gameInsert, seats []seatInsert) error {
+// CreateGame inserts the games row, one game_players row per seat (seat 0 first) and
+// the first-move seeding draws inside a single transaction.
+func (s *Store) CreateGame(ctx context.Context, ins gameInsert, seats []seatInsert, draws []SetupDraw) error {
return withTx(ctx, s.db, func(tx *sql.Tx) error {
- return insertGameTx(ctx, tx, ins, seats)
+ if err := insertGameTx(ctx, tx, ins, seats); err != nil {
+ return err
+ }
+ return insertSetupDrawsTx(ctx, tx, ins.id, draws)
})
}
@@ -173,6 +176,30 @@ func insertGameTx(ctx context.Context, tx *sql.Tx, ins gameInsert, seats []seatI
return nil
}
+// insertSetupDrawsTx appends the first-move seeding draws for game gameID on tx —
+// the dictionary-independent record of how the first player was chosen
+// (docs/ARCHITECTURE.md §6). The games row must already exist on tx (the foreign
+// key), so it runs after insertGameTx. An empty draws slice is a no-op.
+func insertSetupDrawsTx(ctx context.Context, tx *sql.Tx, gameID uuid.UUID, draws []SetupDraw) error {
+ for _, d := range draws {
+ // A uuid.Nil account marks the synthetic opponent of an auto-match draw, persisted as
+ // a NULL account_id and back-filled when a real opponent joins.
+ var acc any = d.Account
+ if d.Account == uuid.Nil {
+ acc = postgres.NULL
+ }
+ di := table.GameSetupDraws.INSERT(
+ table.GameSetupDraws.GameID, table.GameSetupDraws.Round, table.GameSetupDraws.PickNo,
+ table.GameSetupDraws.AccountID, table.GameSetupDraws.Letter, table.GameSetupDraws.IsBlank,
+ table.GameSetupDraws.DrawRank,
+ ).VALUES(gameID, d.Round, d.PickNo, acc, d.Letter, d.Blank, d.Rank)
+ if _, err := di.ExecContext(ctx, tx); err != nil {
+ return fmt.Errorf("insert setup draw round %d pick %d: %w", d.Round, d.PickNo, err)
+ }
+ }
+ return nil
+}
+
// openMatchKey hashes an auto-match bucket (variant + per-turn word rule) into the
// advisory-lock key that serialises concurrent enqueues for that bucket, so two
// players never both open a game instead of pairing.
@@ -199,8 +226,9 @@ func openMatchKey(variant string, multipleWords bool) int64 {
// arrangement (the caller and uuid.Nil for the still-empty opponent, in the chosen
// order) used only when a game is created; callerName is the caller's display-name
// snapshot, stamped on their seat whether they open a fresh game or fill another
-// player's open one.
-func (s *Store) OpenOrJoin(ctx context.Context, accountID uuid.UUID, callerName string, ins gameInsert, seats []seatInsert, exclude []uuid.UUID) (gameID uuid.UUID, joined, created bool, err error) {
+// player's open one. seats and draws (the first-move draw recorded against the synthetic
+// opponent, docs/ARCHITECTURE.md §6) are used only when a game is created.
+func (s *Store) OpenOrJoin(ctx context.Context, accountID uuid.UUID, callerName string, ins gameInsert, seats []seatInsert, exclude []uuid.UUID, draws []SetupDraw) (gameID uuid.UUID, joined, created bool, err error) {
err = withTx(ctx, s.db, func(tx *sql.Tx) error {
if _, e := tx.ExecContext(ctx, `SELECT pg_advisory_xact_lock($1)`,
openMatchKey(ins.variant, ins.multipleWordsPerTurn)); e != nil {
@@ -222,7 +250,7 @@ func (s *Store) OpenOrJoin(ctx context.Context, accountID uuid.UUID, callerName
LIMIT 1 FOR UPDATE SKIP LOCKED`,
ins.variant, ins.multipleWordsPerTurn, accountID, uuidArrayLiteral(exclude)).Scan(&other); {
case e == nil:
- if er := fillOpenSeat(ctx, tx, other, accountID, callerName); er != nil {
+ if er := fillAndActivate(ctx, tx, other, accountID, callerName); er != nil {
return er
}
gameID, joined = other, true
@@ -230,10 +258,15 @@ func (s *Store) OpenOrJoin(ctx context.Context, accountID uuid.UUID, callerName
case !errors.Is(e, sql.ErrNoRows):
return fmt.Errorf("find open game: %w", e)
}
- // 2. None waiting — open a fresh game seating the caller (the other seat empty).
+ // 2. None waiting — open a fresh game seating the caller (the other seat empty) and
+ // recording the first-move draw; the synthetic opponent's rows carry a NULL account
+ // until a real opponent joins and back-fills them.
if e := insertGameTx(ctx, tx, ins, seats); e != nil {
return e
}
+ if e := insertSetupDrawsTx(ctx, tx, ins.id, draws); e != nil {
+ return e
+ }
gameID, created = ins.id, true
return nil
})
@@ -258,7 +291,7 @@ func (s *Store) AttachRobot(ctx context.Context, gameID, robotID uuid.UUID, disp
if status != StatusOpen {
return nil
}
- if e := fillOpenSeat(ctx, tx, gameID, robotID, displayName); e != nil {
+ if e := fillAndActivate(ctx, tx, gameID, robotID, displayName); e != nil {
return e
}
attached = true
@@ -267,15 +300,23 @@ func (s *Store) AttachRobot(ctx context.Context, gameID, robotID uuid.UUID, disp
return attached, err
}
-// fillOpenSeat seats accountID in an open game's empty opponent seat — stamping
-// displayName as the seat's display-name snapshot — and flips the game to active with a
-// fresh turn clock. The caller holds the game row.
-func fillOpenSeat(ctx context.Context, tx *sql.Tx, gameID, accountID uuid.UUID, displayName string) error {
+// fillAndActivate seats accountID in an open game's empty opponent seat — stamping
+// displayName as the seat's snapshot — back-fills the first-move draw rows the open game
+// recorded for the then-unknown opponent (docs/ARCHITECTURE.md §6), and flips the game to
+// active with a fresh turn clock. The seat the joiner takes was already fixed by the draw at
+// open time, so the journal (any opening move the starter made while waiting) is never
+// disturbed. The caller holds the game row.
+func fillAndActivate(ctx context.Context, tx *sql.Tx, gameID, accountID uuid.UUID, displayName string) error {
if _, err := tx.ExecContext(ctx,
`UPDATE backend.game_players SET account_id = $2, display_name = $3 WHERE game_id = $1 AND account_id IS NULL`,
gameID, accountID, displayName); err != nil {
return fmt.Errorf("fill opponent seat: %w", err)
}
+ if _, err := tx.ExecContext(ctx,
+ `UPDATE backend.game_setup_draws SET account_id = $2 WHERE game_id = $1 AND account_id IS NULL`,
+ gameID, accountID); err != nil {
+ return fmt.Errorf("back-fill opponent draws: %w", err)
+ }
if _, err := tx.ExecContext(ctx,
`UPDATE backend.games SET status = 'active', open_deadline_at = NULL, turn_started_at = now(), updated_at = now()
WHERE game_id = $1`, gameID); err != nil {
@@ -587,6 +628,37 @@ func (s *Store) GetJournal(ctx context.Context, id uuid.UUID) ([]HistoryMove, er
return out, nil
}
+// SetupDraws loads the ordered first-move seeding draws for a game (round then pick
+// order), or an empty slice for a game created before the draw was recorded. It
+// backs the admin console's first-move section.
+func (s *Store) SetupDraws(ctx context.Context, id uuid.UUID) ([]SetupDraw, error) {
+ stmt := postgres.SELECT(table.GameSetupDraws.AllColumns).
+ FROM(table.GameSetupDraws).
+ WHERE(table.GameSetupDraws.GameID.EQ(postgres.UUID(id))).
+ ORDER_BY(table.GameSetupDraws.Round.ASC(), table.GameSetupDraws.PickNo.ASC())
+ var rows []model.GameSetupDraws
+ if err := stmt.QueryContext(ctx, s.db, &rows); err != nil {
+ return nil, fmt.Errorf("game: get setup draws %s: %w", id, err)
+ }
+ out := make([]SetupDraw, len(rows))
+ for i, r := range rows {
+ // A NULL account is the synthetic opponent of an auto-match draw not yet back-filled.
+ acc := uuid.Nil
+ if r.AccountID != nil {
+ acc = *r.AccountID
+ }
+ out[i] = SetupDraw{
+ Round: int(r.Round),
+ PickNo: int(r.PickNo),
+ Account: acc,
+ Letter: r.Letter,
+ Blank: r.IsBlank,
+ Rank: int(r.DrawRank),
+ }
+ }
+ return out, nil
+}
+
// CommitMove appends the move and applies the post-move game state — the turn
// cursor and per-seat scores, plus the finish stamp and statistics when the move
// ended the game — in one transaction.
diff --git a/backend/internal/inttest/admin_test.go b/backend/internal/inttest/admin_test.go
index 75354cf..86b1c46 100644
--- a/backend/internal/inttest/admin_test.go
+++ b/backend/internal/inttest/admin_test.go
@@ -206,6 +206,12 @@ func TestConsoleGameDetailRobotSchedule(t *testing.T) {
if !strings.Contains(body, "~40%") {
t.Error("robot play-to-win target caption missing")
}
+ if !strings.Contains(body, "First-move draw") {
+ t.Error("first-move draw section missing from the game detail")
+ }
+ if !strings.Contains(body, `id="replay-board"`) {
+ t.Error("replay board container missing from the game detail")
+ }
}
// TestConsoleThrottledViewAndFlagClear drives the rate-limit surface end to
diff --git a/backend/internal/inttest/dictionary_update_test.go b/backend/internal/inttest/dictionary_update_test.go
index a829514..c1c359b 100644
--- a/backend/internal/inttest/dictionary_update_test.go
+++ b/backend/internal/inttest/dictionary_update_test.go
@@ -134,11 +134,13 @@ func TestDictionaryUpdateFlow(t *testing.T) {
// newGameServiceOn builds a game service over the shared pool but a caller-supplied
// dictionary directory, version and registry, for the isolated dictionary tests.
func newGameServiceOn(dir, version string, reg *engine.Registry) *game.Service {
- return game.NewService(
+ svc := game.NewService(
game.NewStore(testDB), account.NewStore(testDB), reg,
game.Config{DictDir: dir, DictVersion: version, TimeoutSweepInterval: time.Minute, CacheTTL: time.Hour},
zap.NewNop(),
)
+ svc.SetFirstMoveEntropy(seatZeroFirstMove)
+ return svc
}
// seedDawgs copies the committed DAWG of every variant from src into dst (flat).
diff --git a/backend/internal/inttest/first_move_draw_test.go b/backend/internal/inttest/first_move_draw_test.go
new file mode 100644
index 0000000..d67fa3e
--- /dev/null
+++ b/backend/internal/inttest/first_move_draw_test.go
@@ -0,0 +1,154 @@
+//go:build integration
+
+package inttest
+
+import (
+ "context"
+ "testing"
+ "time"
+
+ "github.com/google/uuid"
+
+ "scrabble/backend/internal/engine"
+ "scrabble/backend/internal/game"
+)
+
+// The first-move-draw suite covers the official seeding (docs/ARCHITECTURE.md §6): the draw is
+// recorded with the game, decides seat 0 (the first mover), and — in auto-match — runs against
+// a synthetic opponent at open time whose draw rows are back-filled when a real opponent joins.
+
+// TestCreateRecordsFirstMoveDraws checks a directly-seated game records the draw against the
+// real seated accounts and seats the drawn leader (the suite's deterministic draw elects the
+// first-listed account) at seat 0.
+func TestCreateRecordsFirstMoveDraws(t *testing.T) {
+ ctx := context.Background()
+ svc := newGameService()
+ a := provisionAccount(t)
+ b := provisionAccount(t)
+ g, err := svc.Create(ctx, game.CreateParams{Variant: engine.VariantEnglish, Seats: []uuid.UUID{a, b}, TurnTimeout: 24 * time.Hour, Seed: 1})
+ if err != nil {
+ t.Fatalf("create: %v", err)
+ }
+ if g.Seats[0].AccountID != a || g.Seats[1].AccountID != b {
+ t.Fatalf("seats = [%s %s], want [a b]", g.Seats[0].AccountID, g.Seats[1].AccountID)
+ }
+ draws, err := svc.SetupDraws(ctx, g.ID)
+ if err != nil {
+ t.Fatalf("setup draws: %v", err)
+ }
+ // seatZeroFirstMove resolves in one round: the first contender (a) draws a blank and wins.
+ if len(draws) != 2 {
+ t.Fatalf("draws = %d, want 2 (one round, two players)", len(draws))
+ }
+ if draws[0].Account != a || !draws[0].Blank {
+ t.Fatalf("draw[0] = %+v, want a having drawn a blank", draws[0])
+ }
+ if draws[1].Account != b {
+ t.Fatalf("draw[1] account = %s, want b", draws[1].Account)
+ }
+}
+
+// TestAutoMatchDrawBackfilledOnJoin checks an open auto-match game records the draw at open
+// time against the synthetic opponent (a NULL account) and back-fills those rows to the real
+// opponent when they join.
+func TestAutoMatchDrawBackfilledOnJoin(t *testing.T) {
+ ctx := context.Background()
+ clearOpenGames(t)
+ svc := newGameService()
+ starter := provisionAccount(t)
+ g := openGame(t, svc, starter, evenOpeningSeed(t))
+
+ draws, err := svc.SetupDraws(ctx, g.ID)
+ if err != nil {
+ t.Fatalf("setup draws: %v", err)
+ }
+ if len(draws) != 2 {
+ t.Fatalf("open draws = %d, want 2", len(draws))
+ }
+ var nullSeen, starterSeen bool
+ for _, d := range draws {
+ switch d.Account {
+ case uuid.Nil:
+ nullSeen = true
+ case starter:
+ starterSeen = true
+ }
+ }
+ if !nullSeen || !starterSeen {
+ t.Fatalf("open draws = %+v, want the starter and a NULL synthetic opponent", draws)
+ }
+
+ joiner := provisionAccount(t)
+ if _, joined, err := svc.OpenOrJoin(ctx, joiner, openParams(0), time.Now().Add(time.Minute), nil); err != nil || !joined {
+ t.Fatalf("join = (joined %v, err %v), want joined", joined, err)
+ }
+ after, err := svc.SetupDraws(ctx, g.ID)
+ if err != nil {
+ t.Fatalf("setup draws after join: %v", err)
+ }
+ for _, d := range after {
+ if d.Account == uuid.Nil {
+ t.Fatalf("draw still NULL after join: %+v", d)
+ }
+ if d.Account != starter && d.Account != joiner {
+ t.Fatalf("draw account %s is neither player", d.Account)
+ }
+ }
+}
+
+// TestReplayTimeline checks the admin replay timeline reconstructs the dealt racks and one
+// played move: the step count, the drawn tiles, the bag remainder, the running score and the
+// turn cursor.
+func TestReplayTimeline(t *testing.T) {
+ ctx := context.Background()
+ svc := newGameService()
+ a := provisionAccount(t)
+ b := provisionAccount(t)
+ seed := evenOpeningSeed(t)
+ g, err := svc.Create(ctx, game.CreateParams{Variant: engine.VariantEnglish, Seats: []uuid.UUID{a, b}, TurnTimeout: 24 * time.Hour, Seed: seed})
+ if err != nil {
+ t.Fatalf("create: %v", err)
+ }
+ hint, ok := newMirror(t, seed, 2).HintView()
+ if !ok || len(hint.Tiles) == 0 {
+ t.Fatal("no opening move for the seed")
+ }
+ if _, err := svc.SubmitPlay(ctx, g.ID, a, hint.Tiles); err != nil {
+ t.Fatalf("play: %v", err)
+ }
+
+ tl, err := svc.ReplayTimeline(ctx, g.ID)
+ if err != nil {
+ t.Fatalf("replay timeline: %v", err)
+ }
+ if len(tl.Steps) != 2 {
+ t.Fatalf("steps = %d, want 2 (deal + one move)", len(tl.Steps))
+ }
+ deal := tl.Steps[0]
+ if deal.Move != nil {
+ t.Fatalf("step 0 must be the deal, got move %+v", deal.Move)
+ }
+ rackSize := len(deal.Racks[0])
+ if rackSize == 0 || len(deal.Racks) != 2 || len(deal.Racks[1]) != rackSize {
+ t.Fatalf("deal racks = %v, want two equal full racks", deal.Racks)
+ }
+ move := tl.Steps[1]
+ if move.Move == nil || move.Move.Action != "play" {
+ t.Fatalf("step 1 move = %+v, want a play", move.Move)
+ }
+ if len(move.Drawn) != len(hint.Tiles) {
+ t.Fatalf("drawn = %v, want %d refilled tiles", move.Drawn, len(hint.Tiles))
+ }
+ if move.BagLen != deal.BagLen-len(hint.Tiles) {
+ t.Fatalf("bag after play = %d, want %d", move.BagLen, deal.BagLen-len(hint.Tiles))
+ }
+ if len(move.Racks[0]) != rackSize {
+ t.Fatalf("mover rack after refill = %d, want %d", len(move.Racks[0]), rackSize)
+ }
+ if move.Scores[0] <= 0 {
+ t.Fatalf("seat 0 score after play = %d, want > 0", move.Scores[0])
+ }
+ if move.ToMove != 1 {
+ t.Fatalf("to_move after seat 0 play = %d, want 1", move.ToMove)
+ }
+}
diff --git a/backend/internal/inttest/helpers.go b/backend/internal/inttest/helpers.go
index d574dab..f8ab433 100644
--- a/backend/internal/inttest/helpers.go
+++ b/backend/internal/inttest/helpers.go
@@ -26,9 +26,10 @@ import (
// assembly, and the stats reader. Helpers used by a single test file stay in
// that file; everything reused across files lives here.
-// newGameService builds a game service over the shared pool and registry.
+// newGameService builds a game service over the shared pool and registry, with a
+// deterministic first-move draw so the suite keeps a stable turn order.
func newGameService() *game.Service {
- return game.NewService(
+ svc := game.NewService(
game.NewStore(testDB),
account.NewStore(testDB),
testRegistry,
@@ -40,6 +41,39 @@ func newGameService() *game.Service {
},
zap.NewNop(),
)
+ svc.SetFirstMoveEntropy(seatZeroFirstMove)
+ return svc
+}
+
+// seatZeroFirstMove is a first-move-draw entropy factory that always elects the first
+// listed account as the leader, keeping the integration suite's turn order stable
+// despite the real draw's randomness: the first contender draws a blank — the best
+// possible tile — and wins outright, the rest draw the first remaining tile. It is a
+// factory so each game restarts the one-shot "blank" pick.
+func seatZeroFirstMove() func(n int) (int, error) {
+ first := true
+ return func(n int) (int, error) {
+ if first {
+ first = false
+ return n - 1, nil // a blank sits last in the bag → best rank
+ }
+ return 0, nil
+ }
+}
+
+// seatOneFirstMove is a first-move-draw entropy factory that elects the second contender (in
+// auto-match, the synthetic opponent) as the leader, so the caller is seated at seat 1: the
+// first contender draws the first remaining tile and the second draws a blank, winning.
+func seatOneFirstMove() func(n int) (int, error) {
+ pick := 0
+ return func(n int) (int, error) {
+ i := 0
+ if pick == 1 {
+ i = n - 1 // the second contender draws a blank → best rank
+ }
+ pick++
+ return i, nil
+ }
}
// newSocialService builds a social service over the shared pool, reading game
diff --git a/backend/internal/inttest/open_match_test.go b/backend/internal/inttest/open_match_test.go
index f66a5f6..dc27626 100644
--- a/backend/internal/inttest/open_match_test.go
+++ b/backend/internal/inttest/open_match_test.go
@@ -18,8 +18,9 @@ import (
// The open-game suite covers an auto-match game that a player enters immediately and
// waits inside (status 'open', the opponent seat empty) until a human or a robot joins.
-// evenOpeningSeed returns an even seed (so OpenOrJoin seats the starter at seat 0, which
-// moves first) whose fresh two-player English opening rack has a legal move.
+// evenOpeningSeed returns a seed whose fresh two-player English opening rack (seat 0) has a
+// legal move, for tests that drive or attempt an opening play. It scans even seeds; seat
+// order no longer depends on the seed — the first-move draw decides it (docs/ARCHITECTURE.md §6).
func evenOpeningSeed(t *testing.T) int64 {
t.Helper()
for seed := int64(2); seed <= 400; seed += 2 {
@@ -59,9 +60,9 @@ func openGame(t *testing.T, svc *game.Service, starter uuid.UUID, seed int64) ga
return g
}
-// TestOpenGameStarterMovesThenWaits checks the starter (seat 0) may move on their turn
-// while the game is open, after which it is the empty opponent seat's turn and the
-// starter just waits.
+// TestOpenGameStarterMovesThenWaits checks the starter may move on their turn while the game
+// is open (the first-move draw, run when the game opened, put them at seat 0), after which it
+// is the empty opponent seat's turn and the starter just waits.
func TestOpenGameStarterMovesThenWaits(t *testing.T) {
ctx := context.Background()
clearOpenGames(t)
@@ -89,28 +90,30 @@ func TestOpenGameStarterMovesThenWaits(t *testing.T) {
}
}
-// TestOpenGameStarterWaitsWhenOpponentMovesFirst checks that when the starter is seated
-// at seat 1 (odd seed), the still-empty seat 0 is to move, so the starter cannot act.
+// TestOpenGameStarterWaitsWhenOpponentMovesFirst checks that when the first-move draw seats
+// the starter at seat 1 (the synthetic opponent won the open draw), the still-empty seat 0 is
+// to move, so the starter cannot act until an opponent fills it.
func TestOpenGameStarterWaitsWhenOpponentMovesFirst(t *testing.T) {
ctx := context.Background()
clearOpenGames(t)
svc := newGameService()
+ svc.SetFirstMoveEntropy(seatOneFirstMove) // the synthetic opponent wins → the caller sits at seat 1
starter := provisionAccount(t)
g, _, err := svc.OpenOrJoin(ctx, starter, openParams(1), time.Now().Add(time.Minute), nil)
if err != nil {
t.Fatalf("open: %v", err)
}
if g.ToMove != 0 || g.Seats[0].AccountID != uuid.Nil {
- t.Fatalf("odd-seed open game: to_move %d seat0 %s, want the empty seat 0 to move", g.ToMove, g.Seats[0].AccountID)
+ t.Fatalf("opponent-won open draw: to_move %d seat0 %s, want the empty seat 0 to move", g.ToMove, g.Seats[0].AccountID)
}
if _, err := svc.Pass(ctx, g.ID, starter); !errors.Is(err, game.ErrNotYourTurn) {
t.Fatalf("starter acting on the empty seat's turn = %v, want ErrNotYourTurn", err)
}
}
-// TestOpenGameJoinAfterStarterMoved checks a second human joins an open game even after
-// the starter has already made their first move, landing on the board mid-opening and
-// able to act on their turn.
+// TestOpenGameJoinAfterStarterMoved checks a second human joins an open game even after the
+// starter has already made their first move: the seats were fixed by the draw at open, so the
+// joiner takes the empty seat without disturbing the journal, and can act on their turn.
func TestOpenGameJoinAfterStarterMoved(t *testing.T) {
ctx := context.Background()
clearOpenGames(t)
diff --git a/backend/internal/postgres/jet/backend/model/game_setup_draws.go b/backend/internal/postgres/jet/backend/model/game_setup_draws.go
new file mode 100644
index 0000000..ec4f1b4
--- /dev/null
+++ b/backend/internal/postgres/jet/backend/model/game_setup_draws.go
@@ -0,0 +1,24 @@
+//
+// Code generated by go-jet DO NOT EDIT.
+//
+// WARNING: Changes to this file may cause incorrect behavior
+// and will be lost if the code is regenerated
+//
+
+package model
+
+import (
+ "github.com/google/uuid"
+ "time"
+)
+
+type GameSetupDraws struct {
+ GameID uuid.UUID `sql:"primary_key"`
+ Round int16 `sql:"primary_key"`
+ PickNo int16 `sql:"primary_key"`
+ AccountID *uuid.UUID
+ Letter string
+ IsBlank bool
+ DrawRank int16
+ CreatedAt time.Time
+}
diff --git a/backend/internal/postgres/jet/backend/table/game_setup_draws.go b/backend/internal/postgres/jet/backend/table/game_setup_draws.go
new file mode 100644
index 0000000..2a5f5b8
--- /dev/null
+++ b/backend/internal/postgres/jet/backend/table/game_setup_draws.go
@@ -0,0 +1,99 @@
+//
+// Code generated by go-jet DO NOT EDIT.
+//
+// WARNING: Changes to this file may cause incorrect behavior
+// and will be lost if the code is regenerated
+//
+
+package table
+
+import (
+ "github.com/go-jet/jet/v2/postgres"
+)
+
+var GameSetupDraws = newGameSetupDrawsTable("backend", "game_setup_draws", "")
+
+type gameSetupDrawsTable struct {
+ postgres.Table
+
+ // Columns
+ GameID postgres.ColumnString
+ Round postgres.ColumnInteger
+ PickNo postgres.ColumnInteger
+ AccountID postgres.ColumnString
+ Letter postgres.ColumnString
+ IsBlank postgres.ColumnBool
+ DrawRank postgres.ColumnInteger
+ CreatedAt postgres.ColumnTimestampz
+
+ AllColumns postgres.ColumnList
+ MutableColumns postgres.ColumnList
+ DefaultColumns postgres.ColumnList
+}
+
+type GameSetupDrawsTable struct {
+ gameSetupDrawsTable
+
+ EXCLUDED gameSetupDrawsTable
+}
+
+// AS creates new GameSetupDrawsTable with assigned alias
+func (a GameSetupDrawsTable) AS(alias string) *GameSetupDrawsTable {
+ return newGameSetupDrawsTable(a.SchemaName(), a.TableName(), alias)
+}
+
+// Schema creates new GameSetupDrawsTable with assigned schema name
+func (a GameSetupDrawsTable) FromSchema(schemaName string) *GameSetupDrawsTable {
+ return newGameSetupDrawsTable(schemaName, a.TableName(), a.Alias())
+}
+
+// WithPrefix creates new GameSetupDrawsTable with assigned table prefix
+func (a GameSetupDrawsTable) WithPrefix(prefix string) *GameSetupDrawsTable {
+ return newGameSetupDrawsTable(a.SchemaName(), prefix+a.TableName(), a.TableName())
+}
+
+// WithSuffix creates new GameSetupDrawsTable with assigned table suffix
+func (a GameSetupDrawsTable) WithSuffix(suffix string) *GameSetupDrawsTable {
+ return newGameSetupDrawsTable(a.SchemaName(), a.TableName()+suffix, a.TableName())
+}
+
+func newGameSetupDrawsTable(schemaName, tableName, alias string) *GameSetupDrawsTable {
+ return &GameSetupDrawsTable{
+ gameSetupDrawsTable: newGameSetupDrawsTableImpl(schemaName, tableName, alias),
+ EXCLUDED: newGameSetupDrawsTableImpl("", "excluded", ""),
+ }
+}
+
+func newGameSetupDrawsTableImpl(schemaName, tableName, alias string) gameSetupDrawsTable {
+ var (
+ GameIDColumn = postgres.StringColumn("game_id")
+ RoundColumn = postgres.IntegerColumn("round")
+ PickNoColumn = postgres.IntegerColumn("pick_no")
+ AccountIDColumn = postgres.StringColumn("account_id")
+ LetterColumn = postgres.StringColumn("letter")
+ IsBlankColumn = postgres.BoolColumn("is_blank")
+ DrawRankColumn = postgres.IntegerColumn("draw_rank")
+ CreatedAtColumn = postgres.TimestampzColumn("created_at")
+ allColumns = postgres.ColumnList{GameIDColumn, RoundColumn, PickNoColumn, AccountIDColumn, LetterColumn, IsBlankColumn, DrawRankColumn, CreatedAtColumn}
+ mutableColumns = postgres.ColumnList{AccountIDColumn, LetterColumn, IsBlankColumn, DrawRankColumn, CreatedAtColumn}
+ defaultColumns = postgres.ColumnList{IsBlankColumn, CreatedAtColumn}
+ )
+
+ return gameSetupDrawsTable{
+ Table: postgres.NewTable(schemaName, tableName, alias, allColumns...),
+
+ //Columns
+ GameID: GameIDColumn,
+ Round: RoundColumn,
+ PickNo: PickNoColumn,
+ AccountID: AccountIDColumn,
+ Letter: LetterColumn,
+ IsBlank: IsBlankColumn,
+ DrawRank: DrawRankColumn,
+ CreatedAt: CreatedAtColumn,
+
+ AllColumns: allColumns,
+ MutableColumns: mutableColumns,
+ DefaultColumns: defaultColumns,
+ }
+}
diff --git a/backend/internal/postgres/jet/backend/table/table_use_schema.go b/backend/internal/postgres/jet/backend/table/table_use_schema.go
index 46921db..19113ed 100644
--- a/backend/internal/postgres/jet/backend/table/table_use_schema.go
+++ b/backend/internal/postgres/jet/backend/table/table_use_schema.go
@@ -31,6 +31,7 @@ func UseSchema(schema string) {
GameInvitations = GameInvitations.FromSchema(schema)
GameMoves = GameMoves.FromSchema(schema)
GamePlayers = GamePlayers.FromSchema(schema)
+ GameSetupDraws = GameSetupDraws.FromSchema(schema)
Games = Games.FromSchema(schema)
Identities = Identities.FromSchema(schema)
Sessions = Sessions.FromSchema(schema)
diff --git a/backend/internal/postgres/migrations/00013_game_setup_draws.sql b/backend/internal/postgres/migrations/00013_game_setup_draws.sql
new file mode 100644
index 0000000..5e66004
--- /dev/null
+++ b/backend/internal/postgres/migrations/00013_game_setup_draws.sql
@@ -0,0 +1,31 @@
+-- +goose Up
+-- The first-move draw (docs/ARCHITECTURE.md §6): before a game starts, each seated
+-- player draws one tile from the bag and the tile closest to "A" decides who moves
+-- first (a blank supersedes all letters); players tied for the best tile re-draw
+-- until a single leader remains. Each draw uses fresh entropy (not the game's
+-- deterministic bag seed), so this record — not a seed — is the only account of how
+-- the order was chosen. It is kept for tournaments, where the draw becomes a manual
+-- per-tile call. The record is dictionary-independent: the decoded letter, the blank
+-- flag and the numeric draw rank describe each draw without any alphabet table. The
+-- winner is reflected as seat 0 in game_players, so no order column is duplicated
+-- here. In auto-match the opponent is unknown at draw time (the draw runs against a
+-- synthetic placeholder when the game opens), so their draw rows carry a NULL account_id,
+-- back-filled when a real opponent joins. Hidden from players for now; surfaced only in the
+-- admin console.
+SET search_path = backend, pg_catalog;
+
+CREATE TABLE game_setup_draws (
+ game_id uuid NOT NULL REFERENCES games (game_id) ON DELETE CASCADE,
+ round smallint NOT NULL,
+ pick_no smallint NOT NULL,
+ account_id uuid REFERENCES accounts (account_id) ON DELETE CASCADE,
+ letter text NOT NULL,
+ is_blank boolean NOT NULL DEFAULT false,
+ draw_rank smallint NOT NULL,
+ created_at timestamptz NOT NULL DEFAULT now(),
+ PRIMARY KEY (game_id, round, pick_no)
+);
+
+-- +goose Down
+SET search_path = backend, pg_catalog;
+DROP TABLE game_setup_draws;
diff --git a/backend/internal/server/handlers_admin_console.go b/backend/internal/server/handlers_admin_console.go
index f8f63df..c7a1013 100644
--- a/backend/internal/server/handlers_admin_console.go
+++ b/backend/internal/server/handlers_admin_console.go
@@ -523,6 +523,34 @@ func (s *Server) consoleGameDetail(c *gin.Context) {
}
}
}
+ // First-move draw (docs/ARCHITECTURE.md §6) and the step-by-step replay timeline. Both are
+ // best-effort: a game that predates the draw or cannot be replayed still renders its
+ // summary and seats.
+ names := make(map[string]string, len(view.Seats))
+ for _, st := range view.Seats {
+ names[st.AccountID] = st.DisplayName
+ }
+ if draws, derr := s.games.SetupDraws(ctx, g.ID); derr == nil {
+ for _, d := range draws {
+ row := adminconsole.SetupDrawRow{Round: d.Round, Letter: strings.ToUpper(d.Letter), Blank: d.Blank, Rank: d.Rank}
+ if d.Account == uuid.Nil {
+ row.Name = "(opponent)"
+ } else {
+ row.Name = names[d.Account.String()]
+ row.AccountID = d.Account.String()
+ }
+ view.SetupDraws = append(view.SetupDraws, row)
+ }
+ }
+ if len(view.Seats) > 0 {
+ view.FirstMover = view.Seats[0].DisplayName
+ }
+ if tl, terr := s.games.ReplayTimeline(ctx, g.ID); terr == nil {
+ if rj, jerr := buildReplayJSON(g.Variant, tl, view.Seats); jerr == nil {
+ view.ReplayJSON = rj
+ view.HasReplay = len(tl.Steps) > 0
+ }
+ }
s.renderConsole(c, "game_detail", "games", "Game", view)
}
diff --git a/backend/internal/server/handlers_admin_replay.go b/backend/internal/server/handlers_admin_replay.go
new file mode 100644
index 0000000..2add380
--- /dev/null
+++ b/backend/internal/server/handlers_admin_replay.go
@@ -0,0 +1,168 @@
+package server
+
+import (
+ "encoding/json"
+ "html/template"
+ "strings"
+
+ "scrabble/backend/internal/adminconsole"
+ "scrabble/backend/internal/engine"
+ "scrabble/backend/internal/game"
+)
+
+// The admin game-replay payload embedded in the game_detail page for its vanilla-JS stepper:
+// the premium board layout, the seats and one step per replay frame (the dealt racks, then
+// one per move) carrying the resulting racks, scores, turn cursor and bag size. Letters are
+// upper-cased for display and carry their tile value (0 renders without a subscript).
+
+type replayTileJSON struct {
+ L string `json:"l"`
+ V int `json:"v"`
+ B bool `json:"b,omitempty"`
+}
+
+type replayPlaceJSON struct {
+ R int `json:"r"`
+ C int `json:"c"`
+ L string `json:"l"`
+ V int `json:"v"`
+ B bool `json:"b,omitempty"`
+}
+
+type replayMoveJSON struct {
+ Seat int `json:"seat"`
+ Action string `json:"action"`
+ Words []string `json:"words,omitempty"`
+ Score int `json:"score"`
+ Placements []replayPlaceJSON `json:"placements,omitempty"`
+ Exchanged []replayTileJSON `json:"exchanged,omitempty"`
+}
+
+type replayStepJSON struct {
+ Move *replayMoveJSON `json:"move"`
+ Drawn []replayTileJSON `json:"drawn,omitempty"`
+ Racks [][]replayTileJSON `json:"racks"`
+ Scores []int `json:"scores"`
+ ToMove int `json:"toMove"`
+ BagLen int `json:"bagLen"`
+}
+
+type replaySeatJSON struct {
+ Seat int `json:"seat"`
+ Name string `json:"name"`
+ AccountID string `json:"accountId"`
+}
+
+type replayDataJSON struct {
+ Centre [2]int `json:"centre"`
+ Premium [][]string `json:"premium"`
+ Seats []replaySeatJSON `json:"seats"`
+ Steps []replayStepJSON `json:"steps"`
+}
+
+// buildReplayJSON renders a game's replay timeline as the JSON the stepper consumes, resolving
+// each tile's value from the variant's alphabet. The result is safe to embed in a