feat(game): official first-move tile draw + admin step-by-step replay
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Decide who moves first by the official rule: each seated player draws one tile, the one closest to "A" leads (a blank beats every letter), ties re-drawing until a single leader remains. Each draw uses honest per-draw crypto/rand entropy (not the deterministic bag seed), so the recorded draw — not a seed — is the only account of the outcome. The leader takes seat 0, so the engine and journal replay are unchanged. The draw is recorded with the game (game_setup_draws, migration 00013) for future tournaments, designed as a discrete "player N draws a tile" step. Friend/AI games draw at creation. Auto-match draws when the game opens, against a synthetic uuid.Nil opponent whose draw rows (NULL account_id) are back-filled to the real opponent on join — so the opener's seat is fixed up front and the existing open-game pre-move is preserved with no reseating. Admin /_gm/games/:id gains the recorded draw list and a simple step-by-step board replay (game.ReplayTimeline + a vanilla-JS stepper): a board with A-O/1-15 headers and highlighted premium squares, placed letters with their tile value as a subscript, rack panels around the board (seat 0 top, 1 bottom, 2 left, 3 right) with the current player highlighted, and a per-move log with the tiles drawn and the bag remainder. Docs: ARCHITECTURE §6/§9, FUNCTIONAL (+_ru), PRERELEASE (FM row), design spec.
This commit is contained in:
@@ -36,6 +36,7 @@ the edge before prod. Each phase maps back to the owner's raw pre-release TODO l
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| 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** |
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| 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** |
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| 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** |
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| 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** |
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| 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** |
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| 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** |
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| 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** |
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| → | Stage 18 — prod contour deploy | — | see [`PLAN.md`](PLAN.md) |
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| → | Stage 18 — prod contour deploy | — | see [`PLAN.md`](PLAN.md) |
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## Key findings (these reshaped the raw list — read before starting a phase)
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## Key findings (these reshaped the raw list — read before starting a phase)
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@@ -137,3 +137,59 @@ code { background: var(--bg); padding: 0.05rem 0.3rem; border-radius: 4px; }
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an image attachment is previewed inline, bounded so it cannot dominate the page. */
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an image attachment is previewed inline, bounded so it cannot dominate the page. */
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.msgbody { white-space: pre-wrap; word-break: break-word; background: var(--bg); padding: 0.6rem 0.8rem; border-radius: 6px; margin: 0.6rem 0; }
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.msgbody { white-space: pre-wrap; word-break: break-word; background: var(--bg); padding: 0.6rem 0.8rem; border-radius: 6px; margin: 0.6rem 0; }
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.attach { max-width: 100%; max-height: 480px; height: auto; border: 1px solid var(--line); border-radius: 6px; }
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.attach { max-width: 100%; max-height: 480px; height: auto; border: 1px solid var(--line); border-radius: 6px; }
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/* Game replay (admin): a script-stepped board with rack panels around it, a move log and the
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first-move draw. A placed tile shows its value as a subscript; a 0 value (a blank) shows none. */
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.replay-stage {
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display: grid;
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grid-template-columns: auto minmax(0, 1fr) auto;
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grid-template-areas: ". top ." "left board right" ". bottom .";
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gap: 0.5rem;
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align-items: center;
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justify-items: center;
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margin-bottom: 0.6rem;
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}
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.rack-top { grid-area: top; }
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.rack-bottom { grid-area: bottom; }
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.rack-left { grid-area: left; }
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.rack-right { grid-area: right; }
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.replay-board { grid-area: board; overflow: auto; }
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.board-grid {
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display: grid;
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grid-template-columns: 1.4rem repeat(15, 1.7rem);
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grid-auto-rows: 1.7rem;
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gap: 1px;
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background: var(--line);
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border: 1px solid var(--line);
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width: max-content;
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}
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.board-grid .bh { display: flex; align-items: center; justify-content: center; font-size: 0.6rem; color: var(--ink-dim); background: var(--panel); }
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.board-grid .cell { position: relative; display: flex; align-items: center; justify-content: center; background: var(--panel-hi); }
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.cell .prem { font-size: 0.55rem; color: var(--ink); opacity: 0.8; }
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.cell.tw { background: #7a2230; }
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.cell.dw { background: #a8506a; }
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.cell.tl { background: #235a7a; }
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.cell.dl { background: #3f87a8; }
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.cell.centre .prem { font-size: 0.95rem; color: var(--warn); opacity: 1; }
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.tile {
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display: inline-flex; align-items: baseline; justify-content: center;
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min-width: 1.35rem; height: 1.35rem; padding: 0 0.12rem;
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background: #e8d9a0; color: #1b1408; border-radius: 3px;
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font-weight: 700; font-size: 0.8rem; line-height: 1.35rem;
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}
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.tile sub { font-size: 0.5rem; font-weight: 600; line-height: 1; align-self: flex-end; margin-left: 1px; }
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.tile.blank { background: #cdbfe0; }
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.cell.filled { background: var(--panel-hi); }
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.cell.filled .tile { width: 100%; height: 100%; border-radius: 2px; }
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.rack-slot { padding: 0.25rem; border-radius: 6px; }
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.rack-slot.active { outline: 2px solid var(--accent); background: var(--panel-hi); }
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.rack-name { font-size: 0.72rem; color: var(--ink-dim); margin-bottom: 0.2rem; text-align: center; }
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.rack-tiles { display: flex; gap: 2px; flex-wrap: wrap; justify-content: center; }
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.rack-left .rack-tiles, .rack-right .rack-tiles { flex-direction: column; }
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.replay-controls { display: flex; align-items: center; gap: 0.8rem; justify-content: center; margin: 0.6rem 0; }
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.replay-controls button { background: var(--panel-hi); color: var(--ink); border: 1px solid var(--line); font-weight: 600; }
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.replay-controls button:disabled { opacity: 0.4; cursor: default; }
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.replay-pos { color: var(--ink-dim); font-variant-numeric: tabular-nums; }
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.replay-log { margin: 0.4rem 0 0; padding-left: 1.4rem; max-height: 14rem; overflow: auto; font-size: 0.85rem; }
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.replay-log li { color: var(--ink-dim); padding: 0.1rem 0; }
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.replay-log li.cur { color: var(--ink); font-weight: 600; }
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@@ -27,5 +27,87 @@
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</table>
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</table>
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{{if .HasRobot}}<p><small>Play-to-win is decided once per game from the bag seed; robots play to win in ~{{.RobotTargetPct}}% of games.</small></p>{{end}}
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{{if .HasRobot}}<p><small>Play-to-win is decided once per game from the bag seed; robots play to win in ~{{.RobotTargetPct}}% of games.</small></p>{{end}}
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</section>
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</section>
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{{if .SetupDraws}}
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<section class="panel"><h2>First-move draw</h2>
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<p class="note">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}} <b>{{.FirstMover}}</b> leads.{{end}}</p>
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<table class="list">
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<thead><tr><th>Round</th><th>Player</th><th>Tile</th><th>Rank</th></tr></thead>
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<tbody>
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{{range .SetupDraws}}
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<tr><td>{{.Round}}</td><td>{{if .AccountID}}<a href="/_gm/users/{{.AccountID}}">{{.Name}}</a>{{else}}{{.Name}}{{end}}</td><td>{{.Letter}}{{if .Blank}} <small>(blank)</small>{{end}}</td><td>{{.Rank}}</td></tr>
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{{end}}
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</tbody>
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</table>
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</section>
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{{end}}
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{{if .HasReplay}}
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<section class="panel"><h2>Replay</h2>
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<div class="replay-stage">
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<div class="rack-slot rack-top" data-seat="0"></div>
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<div class="rack-slot rack-left" data-seat="2"></div>
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<div class="replay-board" id="replay-board"></div>
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<div class="rack-slot rack-right" data-seat="3"></div>
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<div class="rack-slot rack-bottom" data-seat="1"></div>
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</div>
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<div class="replay-controls">
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<button type="button" id="replay-prev">◀ prev</button>
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<span class="replay-pos" id="replay-pos"></span>
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<button type="button" id="replay-next">next ▶</button>
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</div>
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<ol class="replay-log" id="replay-log"></ol>
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<script>
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const REPLAY = {{.ReplayJSON}};
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(function(){
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if(!REPLAY||!REPLAY.steps){return;}
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const N=15, COLS="ABCDEFGHIJKLMNO", PREM={tw:"3W",dw:"2W",tl:"3L",dl:"2L"};
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const boardEl=document.getElementById("replay-board"), logEl=document.getElementById("replay-log");
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const posEl=document.getElementById("replay-pos"), prevBtn=document.getElementById("replay-prev"), nextBtn=document.getElementById("replay-next");
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let step=0;
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function esc(s){const d=document.createElement("div");d.textContent=s==null?"":s;return d.innerHTML;}
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function tileHTML(t){const sub=(t.v&&t.v>0)?"<sub>"+t.v+"<\/sub>":"";return "<span class=\"tile"+(t.b?" blank":"")+"\">"+esc(t.l)+sub+"<\/span>";}
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function placedAt(k){const m={};for(let s=1;s<=k;s++){const mv=REPLAY.steps[s]&&REPLAY.steps[s].move;if(mv&&mv.placements){for(const p of mv.placements){m[p.r+","+p.c]=p;}}}return m;}
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function renderBoard(){
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const placed=placedAt(step);let h="<div class=\"board-grid\"><div class=\"bh corner\"><\/div>";
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for(let c=0;c<N;c++){h+="<div class=\"bh\">"+COLS[c]+"<\/div>";}
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for(let r=0;r<N;r++){h+="<div class=\"bh\">"+(r+1)+"<\/div>";
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for(let c=0;c<N;c++){const p=placed[r+","+c];
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if(p){h+="<div class=\"cell filled\">"+tileHTML(p)+"<\/div>";continue;}
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const prem=REPLAY.premium[r][c], centre=(r===REPLAY.centre[0]&&c===REPLAY.centre[1]);
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const label=centre?"★":(prem?PREM[prem]:"");
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h+="<div class=\"cell "+(prem||"")+(centre?" centre":"")+"\">"+(label?"<span class=\"prem\">"+label+"<\/span>":"")+"<\/div>";}}
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h+="<\/div>";boardEl.innerHTML=h;
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}
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function renderRacks(){
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const st=REPLAY.steps[step];
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document.querySelectorAll(".rack-slot").forEach(function(slot){
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const seat=parseInt(slot.dataset.seat,10), info=REPLAY.seats.find(function(s){return s.seat===seat;}), rack=st.racks[seat];
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if(!info||!rack){slot.style.display="none";slot.innerHTML="";return;}
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slot.style.display="";slot.classList.toggle("active",st.toMove===seat);
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const nm=info.accountId?"<a href=\"/_gm/users/"+info.accountId+"\">"+esc(info.name)+"<\/a>":esc(info.name||("seat "+seat));
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slot.innerHTML="<div class=\"rack-name\">"+nm+" · "+(st.scores[seat]||0)+"<\/div><div class=\"rack-tiles\">"+rack.map(tileHTML).join("")+"<\/div>";
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});
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}
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function renderLog(){
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let h="";
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for(let s=1;s<=step;s++){const st=REPLAY.steps[s], m=st.move;if(!m){continue;}
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const who=((REPLAY.seats.find(function(x){return x.seat===m.seat;})||{}).name)||("seat "+m.seat);
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let desc;
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if(m.action==="play"){desc="played "+((m.words&&m.words.length)?m.words.join(", "):"")+" for "+m.score;}
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else if(m.action==="exchange"){desc="exchanged "+((m.exchanged&&m.exchanged.length)||0)+" tiles";}
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else if(m.action==="pass"){desc="passed";}
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else{desc=m.action;}
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const drew=(st.drawn&&st.drawn.length)?" · drew "+st.drawn.map(function(t){return t.l;}).join(""):"";
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h+="<li class=\""+(s===step?"cur":"")+"\">"+esc(who)+" "+esc(desc)+drew+" · bag "+st.bagLen+"<\/li>";}
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logEl.innerHTML=h||"<li class=\"note\">opening position<\/li>";
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}
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function render(){renderBoard();renderRacks();renderLog();posEl.textContent=step+" / "+(REPLAY.steps.length-1);prevBtn.disabled=step<=0;nextBtn.disabled=step>=REPLAY.steps.length-1;}
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prevBtn.onclick=function(){if(step>0){step--;render();}};
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nextBtn.onclick=function(){if(step<REPLAY.steps.length-1){step++;render();}};
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document.addEventListener("keydown",function(e){if(e.key==="ArrowLeft"){prevBtn.click();}else if(e.key==="ArrowRight"){nextBtn.click();}});
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render();
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})();
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</script>
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</section>
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{{end}}
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{{end}}
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{{end}}
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{{- end}}
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{{- end}}
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@@ -268,6 +268,27 @@ type GameDetailView struct {
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// RobotTargetPct is the configured global play-to-win rate, in percent.
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// RobotTargetPct is the configured global play-to-win rate, in percent.
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HasRobot bool
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HasRobot bool
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RobotTargetPct int
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RobotTargetPct int
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// ReplayJSON is the game-replay payload (board, seats, per-step racks/scores/bag) the
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// game_detail page feeds to its vanilla-JS stepper; HasReplay gates the replay section.
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ReplayJSON template.JS
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HasReplay bool
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// SetupDraws is the first-move draw — one row per tile drawn (docs/ARCHITECTURE.md §6) —
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// and FirstMover is the resolved name of the seat-0 player the draw elected.
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SetupDraws []SetupDrawRow
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FirstMover string
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}
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// SetupDrawRow is one tile drawn in the first-move seeding (docs/ARCHITECTURE.md §6): the
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// round, the player (Name/AccountID, or "(opponent)" with an empty AccountID for an
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// auto-match synthetic draw not yet back-filled), the drawn letter (upper-cased; "?" for a
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// blank) and its draw rank.
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type SetupDrawRow struct {
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Round int
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Name string
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AccountID string
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Letter string
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Blank bool
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Rank int
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}
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}
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// SeatRow is one seat of a game. For a robot seat (IsRobot) RobotIntent is the game's
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// SeatRow is one seat of a game. For a robot seat (IsRobot) RobotIntent is the game's
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@@ -0,0 +1,52 @@
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package engine
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import "fmt"
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// SetupTile is one tile of a variant's full bag, decoded for the first-move draw
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// (docs/ARCHITECTURE.md §6): its concrete letter (or the blank marker), a blank
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// flag, and its draw rank. Lower rank wins the draw — a blank ranks above every
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// letter, and letters rank by alphabet index, so the tile closest to the start of
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// the alphabet ("A") wins. It is dictionary-independent, built from the variant's
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// solver ruleset alone.
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type SetupTile struct {
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// Letter is the concrete character (the case the solver ruleset emits), or
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// the blank marker "?" for a blank.
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Letter string
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// Blank reports whether the tile is a blank.
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Blank bool
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||||||
|
// 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
|
||||||
|
}
|
||||||
@@ -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)
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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
|
||||||
|
}
|
||||||
@@ -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)
|
||||||
|
}
|
||||||
|
})
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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
|
||||||
|
}
|
||||||
@@ -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)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
})
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -38,7 +38,12 @@ type Service struct {
|
|||||||
version string
|
version string
|
||||||
clock func() time.Time
|
clock func() time.Time
|
||||||
rng func() int64
|
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
|
// 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
|
// 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
|
// 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 {
|
func NewService(store *Store, accounts *account.Store, registry *engine.Registry, cfg Config, log *zap.Logger) *Service {
|
||||||
clock := func() time.Time { return time.Now().UTC() }
|
clock := func() time.Time { return time.Now().UTC() }
|
||||||
return &Service{
|
return &Service{
|
||||||
store: store,
|
store: store,
|
||||||
accounts: accounts,
|
accounts: accounts,
|
||||||
registry: registry,
|
registry: registry,
|
||||||
cache: newGameCache(cfg.CacheTTL, clock),
|
cache: newGameCache(cfg.CacheTTL, clock),
|
||||||
locks: newKeyedMutex(),
|
locks: newKeyedMutex(),
|
||||||
version: cfg.DictVersion,
|
version: cfg.DictVersion,
|
||||||
clock: clock,
|
clock: clock,
|
||||||
rng: randomSeed,
|
rng: randomSeed,
|
||||||
pub: notify.Nop{},
|
firstMoveEntropy: func() drawIntn { return cryptoIntn },
|
||||||
metrics: defaultGameMetrics(),
|
pub: notify.Nop{},
|
||||||
log: log,
|
metrics: defaultGameMetrics(),
|
||||||
|
log: log,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -101,6 +107,18 @@ func (svc *Service) SetNudgeClearer(fn func(ctx context.Context, gameID, account
|
|||||||
svc.clearNudges = fn
|
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,
|
// 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
|
// 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.
|
// 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))
|
seen := make(map[uuid.UUID]bool, len(params.Seats))
|
||||||
seats := make([]seatInsert, len(params.Seats))
|
for _, id := range params.Seats {
|
||||||
for i, id := range params.Seats {
|
|
||||||
if seen[id] {
|
if seen[id] {
|
||||||
return Game{}, fmt.Errorf("%w: account %s seated twice", ErrInvalidConfig, id)
|
return Game{}, fmt.Errorf("%w: account %s seated twice", ErrInvalidConfig, id)
|
||||||
}
|
}
|
||||||
seen[id] = true
|
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)
|
acc, err := svc.accounts.GetByID(ctx, id)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
if errors.Is(err, account.ErrNotFound) {
|
if errors.Is(err, account.ErrNotFound) {
|
||||||
@@ -249,7 +284,7 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
|
|||||||
multipleWordsPerTurn: params.MultipleWordsPerTurn,
|
multipleWordsPerTurn: params.MultipleWordsPerTurn,
|
||||||
vsAI: params.VsAI,
|
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
|
return Game{}, err
|
||||||
}
|
}
|
||||||
svc.cache.put(id, g, params.Variant.String())
|
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,
|
status: StatusOpen,
|
||||||
openDeadline: &deadline,
|
openDeadline: &deadline,
|
||||||
}
|
}
|
||||||
// Seat the caller at seat 0 or seat 1 (seat 0 always moves first), snapshotting their
|
// Decide the first move now by the official draw, with the not-yet-arrived opponent as a
|
||||||
// display name; the other seat is left empty (a zero seatInsert) for the opponent.
|
// synthetic placeholder (uuid.Nil): the draw fixes who sits at seat 0 — and so moves
|
||||||
caller := seatInsert{accountID: accountID, displayName: acc.DisplayName}
|
// first — before either player acts (docs/ARCHITECTURE.md §6). The caller takes their
|
||||||
seats := []seatInsert{caller, {}}
|
// drawn seat; the opponent seat is left empty. The opponent's draw rows are recorded with
|
||||||
if seed&1 == 1 {
|
// a NULL account and back-filled when a real opponent joins. Each draw uses fresh entropy,
|
||||||
seats = []seatInsert{{}, caller}
|
// 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 {
|
if err != nil {
|
||||||
return Game{}, false, err
|
return Game{}, false, err
|
||||||
}
|
}
|
||||||
@@ -547,8 +595,9 @@ func (svc *Service) transition(ctx context.Context, gameID, accountID uuid.UUID,
|
|||||||
return MoveResult{}, ErrNotAPlayer
|
return MoveResult{}, ErrNotAPlayer
|
||||||
}
|
}
|
||||||
// A move is allowed while the game is active or still open (the starter may move on
|
// 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
|
// their turn before an opponent joins; the first-move draw ran when the game opened, so
|
||||||
// check below keeps the starter off the still-empty opponent seat.
|
// 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 {
|
if pre.Status == StatusFinished {
|
||||||
return MoveResult{}, ErrFinished
|
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
|
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
|
// 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
|
// 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.
|
// full move journal mid-play, so an active game yields ErrGameActive.
|
||||||
|
|||||||
@@ -127,11 +127,14 @@ type seatInsert struct {
|
|||||||
displayName string
|
displayName string
|
||||||
}
|
}
|
||||||
|
|
||||||
// CreateGame inserts the games row and one game_players row per seat (seat 0
|
// CreateGame inserts the games row, one game_players row per seat (seat 0 first) and
|
||||||
// first) inside a single transaction.
|
// the first-move seeding draws inside a single transaction.
|
||||||
func (s *Store) CreateGame(ctx context.Context, ins gameInsert, seats []seatInsert) error {
|
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 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
|
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
|
// 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
|
// advisory-lock key that serialises concurrent enqueues for that bucket, so two
|
||||||
// players never both open a game instead of pairing.
|
// 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
|
// 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
|
// 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
|
// snapshot, stamped on their seat whether they open a fresh game or fill another
|
||||||
// player's open one.
|
// player's open one. seats and draws (the first-move draw recorded against the synthetic
|
||||||
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) {
|
// 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 {
|
err = withTx(ctx, s.db, func(tx *sql.Tx) error {
|
||||||
if _, e := tx.ExecContext(ctx, `SELECT pg_advisory_xact_lock($1)`,
|
if _, e := tx.ExecContext(ctx, `SELECT pg_advisory_xact_lock($1)`,
|
||||||
openMatchKey(ins.variant, ins.multipleWordsPerTurn)); e != nil {
|
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`,
|
LIMIT 1 FOR UPDATE SKIP LOCKED`,
|
||||||
ins.variant, ins.multipleWordsPerTurn, accountID, uuidArrayLiteral(exclude)).Scan(&other); {
|
ins.variant, ins.multipleWordsPerTurn, accountID, uuidArrayLiteral(exclude)).Scan(&other); {
|
||||||
case e == nil:
|
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
|
return er
|
||||||
}
|
}
|
||||||
gameID, joined = other, true
|
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):
|
case !errors.Is(e, sql.ErrNoRows):
|
||||||
return fmt.Errorf("find open game: %w", e)
|
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 {
|
if e := insertGameTx(ctx, tx, ins, seats); e != nil {
|
||||||
return e
|
return e
|
||||||
}
|
}
|
||||||
|
if e := insertSetupDrawsTx(ctx, tx, ins.id, draws); e != nil {
|
||||||
|
return e
|
||||||
|
}
|
||||||
gameID, created = ins.id, true
|
gameID, created = ins.id, true
|
||||||
return nil
|
return nil
|
||||||
})
|
})
|
||||||
@@ -258,7 +291,7 @@ func (s *Store) AttachRobot(ctx context.Context, gameID, robotID uuid.UUID, disp
|
|||||||
if status != StatusOpen {
|
if status != StatusOpen {
|
||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
if e := fillOpenSeat(ctx, tx, gameID, robotID, displayName); e != nil {
|
if e := fillAndActivate(ctx, tx, gameID, robotID, displayName); e != nil {
|
||||||
return e
|
return e
|
||||||
}
|
}
|
||||||
attached = true
|
attached = true
|
||||||
@@ -267,15 +300,23 @@ func (s *Store) AttachRobot(ctx context.Context, gameID, robotID uuid.UUID, disp
|
|||||||
return attached, err
|
return attached, err
|
||||||
}
|
}
|
||||||
|
|
||||||
// fillOpenSeat seats accountID in an open game's empty opponent seat — stamping
|
// fillAndActivate 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
|
// displayName as the seat's snapshot — back-fills the first-move draw rows the open game
|
||||||
// fresh turn clock. The caller holds the game row.
|
// recorded for the then-unknown opponent (docs/ARCHITECTURE.md §6), and flips the game to
|
||||||
func fillOpenSeat(ctx context.Context, tx *sql.Tx, gameID, accountID uuid.UUID, displayName string) error {
|
// 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,
|
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`,
|
`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 {
|
gameID, accountID, displayName); err != nil {
|
||||||
return fmt.Errorf("fill opponent seat: %w", err)
|
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,
|
if _, err := tx.ExecContext(ctx,
|
||||||
`UPDATE backend.games SET status = 'active', open_deadline_at = NULL, turn_started_at = now(), updated_at = now()
|
`UPDATE backend.games SET status = 'active', open_deadline_at = NULL, turn_started_at = now(), updated_at = now()
|
||||||
WHERE game_id = $1`, gameID); err != nil {
|
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
|
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
|
// 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
|
// cursor and per-seat scores, plus the finish stamp and statistics when the move
|
||||||
// ended the game — in one transaction.
|
// ended the game — in one transaction.
|
||||||
|
|||||||
@@ -206,6 +206,12 @@ func TestConsoleGameDetailRobotSchedule(t *testing.T) {
|
|||||||
if !strings.Contains(body, "~40%") {
|
if !strings.Contains(body, "~40%") {
|
||||||
t.Error("robot play-to-win target caption missing")
|
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
|
// TestConsoleThrottledViewAndFlagClear drives the rate-limit surface end to
|
||||||
|
|||||||
@@ -134,11 +134,13 @@ func TestDictionaryUpdateFlow(t *testing.T) {
|
|||||||
// newGameServiceOn builds a game service over the shared pool but a caller-supplied
|
// newGameServiceOn builds a game service over the shared pool but a caller-supplied
|
||||||
// dictionary directory, version and registry, for the isolated dictionary tests.
|
// dictionary directory, version and registry, for the isolated dictionary tests.
|
||||||
func newGameServiceOn(dir, version string, reg *engine.Registry) *game.Service {
|
func newGameServiceOn(dir, version string, reg *engine.Registry) *game.Service {
|
||||||
return game.NewService(
|
svc := game.NewService(
|
||||||
game.NewStore(testDB), account.NewStore(testDB), reg,
|
game.NewStore(testDB), account.NewStore(testDB), reg,
|
||||||
game.Config{DictDir: dir, DictVersion: version, TimeoutSweepInterval: time.Minute, CacheTTL: time.Hour},
|
game.Config{DictDir: dir, DictVersion: version, TimeoutSweepInterval: time.Minute, CacheTTL: time.Hour},
|
||||||
zap.NewNop(),
|
zap.NewNop(),
|
||||||
)
|
)
|
||||||
|
svc.SetFirstMoveEntropy(seatZeroFirstMove)
|
||||||
|
return svc
|
||||||
}
|
}
|
||||||
|
|
||||||
// seedDawgs copies the committed DAWG of every variant from src into dst (flat).
|
// seedDawgs copies the committed DAWG of every variant from src into dst (flat).
|
||||||
|
|||||||
@@ -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)
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -26,9 +26,10 @@ import (
|
|||||||
// assembly, and the stats reader. Helpers used by a single test file stay in
|
// assembly, and the stats reader. Helpers used by a single test file stay in
|
||||||
// that file; everything reused across files lives here.
|
// 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 {
|
func newGameService() *game.Service {
|
||||||
return game.NewService(
|
svc := game.NewService(
|
||||||
game.NewStore(testDB),
|
game.NewStore(testDB),
|
||||||
account.NewStore(testDB),
|
account.NewStore(testDB),
|
||||||
testRegistry,
|
testRegistry,
|
||||||
@@ -40,6 +41,39 @@ func newGameService() *game.Service {
|
|||||||
},
|
},
|
||||||
zap.NewNop(),
|
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
|
// newSocialService builds a social service over the shared pool, reading game
|
||||||
|
|||||||
@@ -18,8 +18,9 @@ import (
|
|||||||
// The open-game suite covers an auto-match game that a player enters immediately and
|
// 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.
|
// 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
|
// evenOpeningSeed returns a seed whose fresh two-player English opening rack (seat 0) has a
|
||||||
// moves first) whose fresh two-player English opening rack has a legal move.
|
// 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 {
|
func evenOpeningSeed(t *testing.T) int64 {
|
||||||
t.Helper()
|
t.Helper()
|
||||||
for seed := int64(2); seed <= 400; seed += 2 {
|
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
|
return g
|
||||||
}
|
}
|
||||||
|
|
||||||
// TestOpenGameStarterMovesThenWaits checks the starter (seat 0) may move on their turn
|
// TestOpenGameStarterMovesThenWaits checks the starter may move on their turn while the game
|
||||||
// while the game is open, after which it is the empty opponent seat's turn and the
|
// is open (the first-move draw, run when the game opened, put them at seat 0), after which it
|
||||||
// starter just waits.
|
// is the empty opponent seat's turn and the starter just waits.
|
||||||
func TestOpenGameStarterMovesThenWaits(t *testing.T) {
|
func TestOpenGameStarterMovesThenWaits(t *testing.T) {
|
||||||
ctx := context.Background()
|
ctx := context.Background()
|
||||||
clearOpenGames(t)
|
clearOpenGames(t)
|
||||||
@@ -89,28 +90,30 @@ func TestOpenGameStarterMovesThenWaits(t *testing.T) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// TestOpenGameStarterWaitsWhenOpponentMovesFirst checks that when the starter is seated
|
// TestOpenGameStarterWaitsWhenOpponentMovesFirst checks that when the first-move draw seats
|
||||||
// at seat 1 (odd seed), the still-empty seat 0 is to move, so the starter cannot act.
|
// 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) {
|
func TestOpenGameStarterWaitsWhenOpponentMovesFirst(t *testing.T) {
|
||||||
ctx := context.Background()
|
ctx := context.Background()
|
||||||
clearOpenGames(t)
|
clearOpenGames(t)
|
||||||
svc := newGameService()
|
svc := newGameService()
|
||||||
|
svc.SetFirstMoveEntropy(seatOneFirstMove) // the synthetic opponent wins → the caller sits at seat 1
|
||||||
starter := provisionAccount(t)
|
starter := provisionAccount(t)
|
||||||
g, _, err := svc.OpenOrJoin(ctx, starter, openParams(1), time.Now().Add(time.Minute), nil)
|
g, _, err := svc.OpenOrJoin(ctx, starter, openParams(1), time.Now().Add(time.Minute), nil)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
t.Fatalf("open: %v", err)
|
t.Fatalf("open: %v", err)
|
||||||
}
|
}
|
||||||
if g.ToMove != 0 || g.Seats[0].AccountID != uuid.Nil {
|
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) {
|
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)
|
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
|
// TestOpenGameJoinAfterStarterMoved checks a second human joins an open game even after the
|
||||||
// the starter has already made their first move, landing on the board mid-opening and
|
// starter has already made their first move: the seats were fixed by the draw at open, so the
|
||||||
// able to act on their turn.
|
// joiner takes the empty seat without disturbing the journal, and can act on their turn.
|
||||||
func TestOpenGameJoinAfterStarterMoved(t *testing.T) {
|
func TestOpenGameJoinAfterStarterMoved(t *testing.T) {
|
||||||
ctx := context.Background()
|
ctx := context.Background()
|
||||||
clearOpenGames(t)
|
clearOpenGames(t)
|
||||||
|
|||||||
@@ -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
|
||||||
|
}
|
||||||
@@ -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,
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -31,6 +31,7 @@ func UseSchema(schema string) {
|
|||||||
GameInvitations = GameInvitations.FromSchema(schema)
|
GameInvitations = GameInvitations.FromSchema(schema)
|
||||||
GameMoves = GameMoves.FromSchema(schema)
|
GameMoves = GameMoves.FromSchema(schema)
|
||||||
GamePlayers = GamePlayers.FromSchema(schema)
|
GamePlayers = GamePlayers.FromSchema(schema)
|
||||||
|
GameSetupDraws = GameSetupDraws.FromSchema(schema)
|
||||||
Games = Games.FromSchema(schema)
|
Games = Games.FromSchema(schema)
|
||||||
Identities = Identities.FromSchema(schema)
|
Identities = Identities.FromSchema(schema)
|
||||||
Sessions = Sessions.FromSchema(schema)
|
Sessions = Sessions.FromSchema(schema)
|
||||||
|
|||||||
@@ -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;
|
||||||
@@ -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)
|
s.renderConsole(c, "game_detail", "games", "Game", view)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -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 <script>:
|
||||||
|
// encoding/json escapes <, > and & to \u00xx, so a user-chosen seat name cannot break out.
|
||||||
|
func buildReplayJSON(variant engine.Variant, tl game.ReplayTimelineView, seats []adminconsole.SeatRow) (template.JS, error) {
|
||||||
|
values := map[string]int{}
|
||||||
|
if table, err := engine.AlphabetTable(variant); err == nil {
|
||||||
|
for _, e := range table {
|
||||||
|
values[e.Letter] = e.Value
|
||||||
|
}
|
||||||
|
}
|
||||||
|
tile := func(letter string, blank bool) replayTileJSON {
|
||||||
|
v := 0
|
||||||
|
if !blank {
|
||||||
|
v = values[strings.ToLower(letter)]
|
||||||
|
}
|
||||||
|
return replayTileJSON{L: strings.ToUpper(letter), V: v, B: blank}
|
||||||
|
}
|
||||||
|
tiles := func(letters []string) []replayTileJSON {
|
||||||
|
out := make([]replayTileJSON, len(letters))
|
||||||
|
for i, l := range letters {
|
||||||
|
out[i] = tile(l, l == "?")
|
||||||
|
}
|
||||||
|
return out
|
||||||
|
}
|
||||||
|
|
||||||
|
data := replayDataJSON{Centre: [2]int{7, 7}, Premium: premiumGrid(variant)}
|
||||||
|
for _, s := range seats {
|
||||||
|
data.Seats = append(data.Seats, replaySeatJSON{Seat: s.Seat, Name: s.DisplayName, AccountID: s.AccountID})
|
||||||
|
}
|
||||||
|
for _, st := range tl.Steps {
|
||||||
|
js := replayStepJSON{
|
||||||
|
Racks: make([][]replayTileJSON, len(st.Racks)),
|
||||||
|
Scores: st.Scores,
|
||||||
|
ToMove: st.ToMove,
|
||||||
|
BagLen: st.BagLen,
|
||||||
|
Drawn: tiles(st.Drawn),
|
||||||
|
}
|
||||||
|
for i, r := range st.Racks {
|
||||||
|
js.Racks[i] = tiles(r)
|
||||||
|
}
|
||||||
|
if st.Move != nil {
|
||||||
|
m := &replayMoveJSON{Seat: st.Move.Seat, Action: st.Move.Action, Words: st.Move.Words, Score: st.Move.Score}
|
||||||
|
for _, p := range st.Move.Tiles {
|
||||||
|
t := tile(p.Letter, p.Blank)
|
||||||
|
m.Placements = append(m.Placements, replayPlaceJSON{R: p.Row, C: p.Col, L: t.L, V: t.V, B: t.B})
|
||||||
|
}
|
||||||
|
m.Exchanged = tiles(st.Move.Exchanged)
|
||||||
|
js.Move = m
|
||||||
|
}
|
||||||
|
data.Steps = append(data.Steps, js)
|
||||||
|
}
|
||||||
|
b, err := json.Marshal(data)
|
||||||
|
if err != nil {
|
||||||
|
return "", err
|
||||||
|
}
|
||||||
|
return template.JS(b), nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// premiumRows is the standard Scrabble premium-square layout: T triple-word, D double-word,
|
||||||
|
// t triple-letter, d double-letter, * the centre double-word, '.' a plain square.
|
||||||
|
var premiumRows = []string{
|
||||||
|
"T..d...T...d..T",
|
||||||
|
".D...t...t...D.",
|
||||||
|
"..D...d.d...D..",
|
||||||
|
"d..D...d...D..d",
|
||||||
|
"....D.....D....",
|
||||||
|
".t...t...t...t.",
|
||||||
|
"..d...d.d...d..",
|
||||||
|
"T..d...*...d..T",
|
||||||
|
"..d...d.d...d..",
|
||||||
|
".t...t...t...t.",
|
||||||
|
"....D.....D....",
|
||||||
|
"d..D...d...D..d",
|
||||||
|
"..D...d.d...D..",
|
||||||
|
".D...t...t...D.",
|
||||||
|
"T..d...T...d..T",
|
||||||
|
}
|
||||||
|
|
||||||
|
// premiumGrid returns the 15×15 premium-square codes ("tw"/"dw"/"tl"/"dl"/"") for variant.
|
||||||
|
// Erudite carries no double-word premium on the centre square (only the start star).
|
||||||
|
func premiumGrid(variant engine.Variant) [][]string {
|
||||||
|
code := func(ch byte) string {
|
||||||
|
switch ch {
|
||||||
|
case 'T':
|
||||||
|
return "tw"
|
||||||
|
case 'D', '*':
|
||||||
|
return "dw"
|
||||||
|
case 't':
|
||||||
|
return "tl"
|
||||||
|
case 'd':
|
||||||
|
return "dl"
|
||||||
|
}
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
grid := make([][]string, len(premiumRows))
|
||||||
|
for r, row := range premiumRows {
|
||||||
|
grid[r] = make([]string, len(row))
|
||||||
|
for c := 0; c < len(row); c++ {
|
||||||
|
grid[r][c] = code(row[c])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if variant == engine.VariantErudit {
|
||||||
|
grid[7][7] = ""
|
||||||
|
}
|
||||||
|
return grid
|
||||||
|
}
|
||||||
+22
-2
@@ -327,6 +327,21 @@ Key points:
|
|||||||
timed out while asleep. A game whose journal can no longer be replayed — a
|
timed out while asleep. A game whose journal can no longer be replayed — a
|
||||||
committed move made illegal by a later rule change — is instead closed as a
|
committed move made illegal by a later rule change — is instead closed as a
|
||||||
**draw** (`aborted`) on the next open, never left unopenable (§9.1).
|
**draw** (`aborted`) on the next open, never left unopenable (§9.1).
|
||||||
|
- **First move (who goes first)**: decided by the official draw — each seated player
|
||||||
|
draws one tile and the tile closest to "A" leads (a **blank supersedes all letters**);
|
||||||
|
players tied for the best tile re-draw until a single leader remains. Each draw uses
|
||||||
|
**fresh entropy** (`crypto/rand`), **not** the deterministic bag `seed`, so the draw is
|
||||||
|
genuinely random and its **record** — not a seed — is the only account of the outcome. The
|
||||||
|
leader takes **seat 0** (which moves first), the rest keeping their seating order, so the
|
||||||
|
engine and journal replay are unchanged (seat 0 always leads). A directly-seated game
|
||||||
|
(friend/AI) draws at creation. **Auto-match** draws when the game **opens**, with the
|
||||||
|
not-yet-arrived opponent as a synthetic placeholder (`uuid.Nil`, whose draw rows are
|
||||||
|
back-filled to the real opponent on join), so the opener's seat is fixed up front and they
|
||||||
|
may make their opening move while waiting with no later reseating. The draw is **recorded**
|
||||||
|
with the game (`game_setup_draws`, §9) and surfaced only in the admin console's
|
||||||
|
step-by-step game replay — **not shown to players** today; it is kept for future
|
||||||
|
tournaments, where it becomes a manual, per-tile external call. It is modelled as a discrete
|
||||||
|
"player N draws a tile" step so that API is a thin driver over the same component.
|
||||||
- **Players**: auto-match is always 2 players; friend games are 2–4 players.
|
- **Players**: auto-match is always 2 players; friend games are 2–4 players.
|
||||||
`backend` owns turn order and the bag for any player count. A resignation or
|
`backend` owns turn order and the bag for any player count. A resignation or
|
||||||
timeout in a two-player game ends it with the other player winning. In a game
|
timeout in a two-player game ends it with the other player winning. In a game
|
||||||
@@ -615,7 +630,8 @@ in either direction (the enqueue excludes the caller's `BlockedWith` set);
|
|||||||
the `kind` admitting `robot`),
|
the `kind` admitting `robot`),
|
||||||
`sessions` (revoke-only opaque-token hashes), the game tables
|
`sessions` (revoke-only opaque-token hashes), the game tables
|
||||||
`games` (carrying the `dropout_tiles` disposition column), `game_players`,
|
`games` (carrying the `dropout_tiles` disposition column), `game_players`,
|
||||||
`game_moves` (the move journal), `complaints`, `account_stats` and
|
`game_moves` (the move journal), `game_setup_draws` (the first-move draw record, §6),
|
||||||
|
`complaints`, `account_stats` and
|
||||||
`account_best_move`, and the
|
`account_best_move`, and the
|
||||||
social/lobby tables `friendships` (the request/accept graph, its status admitting
|
social/lobby tables `friendships` (the request/accept graph, its status admitting
|
||||||
`declined`), `blocks`
|
`declined`), `blocks`
|
||||||
@@ -630,7 +646,11 @@ in either direction (the enqueue excludes the caller's `BlockedWith` set);
|
|||||||
Auto-match has no separate store: a game **awaiting an opponent** is an ordinary
|
Auto-match has no separate store: a game **awaiting an opponent** is an ordinary
|
||||||
`games` row with status `open` and a single seated `game_players` row (the empty
|
`games` row with status `open` and a single seated `game_players` row (the empty
|
||||||
opponent seat is a null `account_id`, filled when a human or robot joins), plus an
|
opponent seat is a null `account_id`, filled when a human or robot joins), plus an
|
||||||
`open_deadline_at` stamp the reaper scans for robot substitution.
|
`open_deadline_at` stamp the reaper scans for robot substitution. The **first-move draw**
|
||||||
|
(§6) is recorded in `game_setup_draws` when the game opens; the synthetic opponent's rows
|
||||||
|
carry a NULL `account_id` until a real opponent joins and back-fills them. The record is
|
||||||
|
dictionary-independent — a decoded letter, a blank flag and the numeric draw rank — like
|
||||||
|
the journal (§9.1), so it never depends on a dictionary or the solver's encoding.
|
||||||
- **Active games are event-sourced.** A game is a `games` row (pinned
|
- **Active games are event-sourced.** A game is a `games` row (pinned
|
||||||
`variant`/`dict_version`, bag `seed`, the per-game settings, and a denormalised
|
`variant`/`dict_version`, bag `seed`, the per-game settings, and a denormalised
|
||||||
turn cursor) plus an append-only, decoded move journal (`game_moves`); the live
|
turn cursor) plus an append-only, decoded move journal (`game_moves`); the live
|
||||||
|
|||||||
+3
-2
@@ -271,8 +271,9 @@ at its end (the game could not be continued), and the same note rides the GCG ex
|
|||||||
Operators reach a server-rendered admin console at `${DOMAIN}/_gm` — the backend
|
Operators reach a server-rendered admin console at `${DOMAIN}/_gm` — the backend
|
||||||
renders it; the gateway gates it with HTTP Basic Auth on its public listener and
|
renders it; the gateway gates it with HTTP Basic Auth on its public listener and
|
||||||
proxies it verbatim. The console lists and inspects **users** (profile, statistics,
|
proxies it verbatim. The console lists and inspects **users** (profile, statistics,
|
||||||
identities, their games) and **games** (summary + seats), works the **word-complaint
|
identities, their games) and **games** — summary, seats, the recorded **first-move tile
|
||||||
review queue** — resolving each as reject / accept-add / accept-remove — and exposes
|
draw** (who drew what, deciding who leads), and a simple **step-by-step board replay** of the
|
||||||
|
whole game — works the **word-complaint review queue** — resolving each as reject / accept-add / accept-remove — and exposes
|
||||||
the **dictionary**: the active version new games pin, the resident versions per
|
the **dictionary**: the active version new games pin, the resident versions per
|
||||||
variant, an online **dictionary update** (upload the `scrabble-dawg-vX.Y.Z.tar.gz`
|
variant, an online **dictionary update** (upload the `scrabble-dawg-vX.Y.Z.tar.gz`
|
||||||
release archive, preview the words added and removed per variant against the active
|
release archive, preview the words added and removed per variant against the active
|
||||||
|
|||||||
@@ -277,7 +277,9 @@ UTC), суточного окна отсутствия (away; сетка по 10
|
|||||||
Оператор открывает серверную админ-консоль по адресу `${DOMAIN}/_gm` — её рендерит
|
Оператор открывает серверную админ-консоль по адресу `${DOMAIN}/_gm` — её рендерит
|
||||||
backend; gateway закрывает её HTTP Basic Auth на публичном порту и проксирует
|
backend; gateway закрывает её HTTP Basic Auth на публичном порту и проксирует
|
||||||
один-в-один. В консоли можно смотреть **пользователей** (профиль, статистика,
|
один-в-один. В консоли можно смотреть **пользователей** (профиль, статистика,
|
||||||
identity, их игры) и **игры** (сводка + места), разбирать **очередь жалоб на слова** —
|
identity, их игры) и **игры** — сводка, места, записанная **жеребьёвка первого хода** (кто что
|
||||||
|
вытащил и кто ходит первым) и простой **пошаговый реплей доски** всей партии, — разбирать
|
||||||
|
**очередь жалоб на слова** —
|
||||||
закрывая каждую как reject / accept-add / accept-remove — и управлять **словарём**:
|
закрывая каждую как reject / accept-add / accept-remove — и управлять **словарём**:
|
||||||
активная версия, на которую опираются новые партии, резидентные версии по вариантам,
|
активная версия, на которую опираются новые партии, резидентные версии по вариантам,
|
||||||
онлайн-**обновление словаря** (загрузить релизный архив `scrabble-dawg-vX.Y.Z.tar.gz`,
|
онлайн-**обновление словаря** (загрузить релизный архив `scrabble-dawg-vX.Y.Z.tar.gz`,
|
||||||
|
|||||||
@@ -0,0 +1,161 @@
|
|||||||
|
# First-move tile-draw seeding + admin game replay — design
|
||||||
|
|
||||||
|
- Date: 2026-06-19
|
||||||
|
- Branch: `feature/first-move-draw`
|
||||||
|
- Status: approved (owner sign-off 2026-06-19)
|
||||||
|
|
||||||
|
## Goal
|
||||||
|
|
||||||
|
Two linked pieces.
|
||||||
|
|
||||||
|
1. **First-move selection by the official rule.** Each seated player draws one tile
|
||||||
|
from the bag; the tile alphabetically closest to "A" wins, a blank superseding 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 seed. The whole draw
|
||||||
|
process is persisted with the game (not shown to players yet; needed later for
|
||||||
|
tournaments, where the draw becomes a manual, per-tile external "player N draws a
|
||||||
|
tile" call). A game must not start until the draw has produced a leader. The future
|
||||||
|
API is not designed here, but the code exposes the draw as a discrete step.
|
||||||
|
|
||||||
|
2. **Admin replay on `/_gm/games/:id`.** A simple board that steps move-by-move:
|
||||||
|
column (A–O) and row (1–15) headers, highlighted premium squares, placed letters
|
||||||
|
drawn upper-case with the tile value as a subscript (0 → no number), rack panels
|
||||||
|
around the board (seat 0 top, 1 bottom, 2 left, 3 right) labelled by player name
|
||||||
|
with a profile link and the current player's rack highlighted, prev/next stepping,
|
||||||
|
and a per-move log line with the move, the tiles drawn from the bag, and the bag
|
||||||
|
remainder. The first-move draw is shown as a flat list of actions, not stepped on
|
||||||
|
the board.
|
||||||
|
|
||||||
|
## Decisions (owner interview, 2026-06-19)
|
||||||
|
|
||||||
|
- **Comparison key:** alphabetical (alphabet index; closest to "A" wins; blank
|
||||||
|
supersedes). Not tile point value.
|
||||||
|
- **The draw decides only the first player;** the rest keep their seating order (the
|
||||||
|
circle is rotated so the winner leads).
|
||||||
|
- **Persistence:** a dedicated table `game_setup_draws` (one row per draw),
|
||||||
|
tournament / manual-API ready.
|
||||||
|
- **Lifecycle:** a code seam only (a seeding component with a per-draw method); no
|
||||||
|
persisted `seeding` status yet (the auto path runs it synchronously at the active
|
||||||
|
transition).
|
||||||
|
|
||||||
|
## Design
|
||||||
|
|
||||||
|
### Seeding (`internal/game/seating.go`)
|
||||||
|
|
||||||
|
- A component shaped as a finite state machine, ready for a future per-tile external
|
||||||
|
call. Entropy is a parameter (interface / `io.Reader`); production uses
|
||||||
|
`crypto/rand`, tests inject a deterministic source so the ranking / tie / rotation
|
||||||
|
logic is unit-testable.
|
||||||
|
- **A round:** honestly shuffle the variant's full tile multiset (`rules.Counts` +
|
||||||
|
blanks) with fresh entropy and draw one tile **without replacement** for each
|
||||||
|
participant. This realises "shuffle before each draw, not a single seed".
|
||||||
|
- **Rank:** blank = best (`-1`); letter = alphabet index (`0` = closest to "A").
|
||||||
|
Lower rank moves earlier.
|
||||||
|
- **Tie:** participants sharing the best rank re-draw in the next round (others drop
|
||||||
|
out) until a single leader remains.
|
||||||
|
- **Result:** the winner plus the full draw log.
|
||||||
|
|
||||||
|
### Turn order — seat rotation
|
||||||
|
|
||||||
|
The draw affects the game only through who occupies **seat 0** (seat 0 moves first;
|
||||||
|
the engine/replay invariant is unchanged). Rotate the seated-account circle so the
|
||||||
|
winner sits at seat 0, preserving the cyclic order of the rest. This generalises the
|
||||||
|
current `seed&1` swap (2 players) and replaces both `seed&1` (auto-match) and
|
||||||
|
"`Seats[0]` first" (friend/AI). It applies to every new game.
|
||||||
|
|
||||||
|
The engine deals racks by seat **index** and is account-agnostic, and journal replay
|
||||||
|
starts at seat 0, so **no engine or replay change is needed** — only the seat→account
|
||||||
|
mapping in `game_players`.
|
||||||
|
|
||||||
|
### Persistence — `game_setup_draws` (migration `00013`)
|
||||||
|
|
||||||
|
```sql
|
||||||
|
CREATE TABLE backend.game_setup_draws (
|
||||||
|
game_id uuid NOT NULL REFERENCES backend.games (game_id) ON DELETE CASCADE,
|
||||||
|
round smallint NOT NULL,
|
||||||
|
pick_no smallint NOT NULL,
|
||||||
|
account_id uuid NOT NULL REFERENCES backend.accounts (account_id),
|
||||||
|
letter text NOT NULL,
|
||||||
|
is_blank boolean NOT NULL DEFAULT false,
|
||||||
|
rank smallint NOT NULL,
|
||||||
|
created_at timestamptz NOT NULL DEFAULT now(),
|
||||||
|
PRIMARY KEY (game_id, round, pick_no)
|
||||||
|
);
|
||||||
|
```
|
||||||
|
|
||||||
|
Self-contained and dictionary-independent (decoded letter + blank flag + numeric
|
||||||
|
rank), like the §9.1 journal. The first mover is visible as seat 0 in `game_players`,
|
||||||
|
so there is no redundant column. Additive — existing games have no rows (no backfill).
|
||||||
|
The future tournament API appends one row per draw call.
|
||||||
|
|
||||||
|
### Wiring — the active transition
|
||||||
|
|
||||||
|
- **Create (friend/AI):** run the seeding over `params.Seats`, persist the draw rows,
|
||||||
|
rotate the account list so the winner is index 0, then proceed unchanged
|
||||||
|
(`engine.New` takes only the seat count). All within the create transaction.
|
||||||
|
- **Auto-match:** the second player is unknown until the seat is filled, so the
|
||||||
|
seeding runs at `fillOpenSeat` (human join) and `AttachRobot` (robot) inside the
|
||||||
|
fill transaction. The seat assignment is written from the draw outcome (seat 0 =
|
||||||
|
winner) rather than only filling the empty seat; the open-time `seed&1` pre-seating
|
||||||
|
is dropped.
|
||||||
|
|
||||||
|
The auto path calls the seeding component synchronously in a loop. No persisted
|
||||||
|
`seeding` status; the seam in code is what a future manual API drives.
|
||||||
|
|
||||||
|
### Admin replay
|
||||||
|
|
||||||
|
- **Data:** a new service method `ReplayTimeline(gameID)` reuses the existing
|
||||||
|
`replay()` (engine rebuilt from seed + journal) and snapshots after each move: every
|
||||||
|
seat's rack (`Hand(i)`), score (`Score(i)`), the seat to move (`ToMove()`), the bag
|
||||||
|
remainder (`BagLen()`), plus per move the action, placements, words, and the tiles
|
||||||
|
drawn from the bag (multiset diff: `hand_after − (hand_before − used)`; `hand_before`
|
||||||
|
from the journal). Step 0 is the dealt racks. The board at step k is the placements
|
||||||
|
of plays 1..k applied onto an empty grid (no dictionary — §9.1 visual replay).
|
||||||
|
- **UI:** server-rendered Go `html/template` plus a small page-scoped vanilla-JS
|
||||||
|
stepper over the timeline embedded as JSON (no per-step round-trip). The board
|
||||||
|
renders headers, highlighted premium squares (a standard fixed 15×15 layout
|
||||||
|
duplicated as a Go constant — `premiums.ts` is itself such a constant; the admin is
|
||||||
|
not coupled to solver internals), upper-case letters with the value subscript (0 → no
|
||||||
|
number) in tile-styled cells. Rack panels: seat 0 top, 1 bottom, 2 left, 3 right;
|
||||||
|
name + profile link; the current player's rack highlighted. A log accumulates by move
|
||||||
|
(play / pass / exchange + drawn tiles + bag remainder), the current step highlighted.
|
||||||
|
The seeding is a separate flat list ("Round N: player X — E(rank), … → Y leads
|
||||||
|
first"), with profile links.
|
||||||
|
|
||||||
|
## Tests
|
||||||
|
|
||||||
|
- **Seeding:** ranking (blank beats letters; closer to "A" wins), tie chains, rotation
|
||||||
|
for 2/3/4 seats, record determinism under an injected entropy source.
|
||||||
|
- **ReplayTimeline:** drawn tiles / bag remainder / racks / scores on a known short
|
||||||
|
game.
|
||||||
|
- **Store / integration:** write+read `game_setup_draws`; seat 0 = winner for both
|
||||||
|
Create and auto-match.
|
||||||
|
|
||||||
|
## Out of scope
|
||||||
|
|
||||||
|
The tournament draw API itself (only the seam). No change to the game bag's
|
||||||
|
determinism or replay. No reuse / rewrite of the Svelte board in the admin. The board
|
||||||
|
design is deliberately minimal.
|
||||||
|
|
||||||
|
## Docs to bake back (same PR)
|
||||||
|
|
||||||
|
`docs/ARCHITECTURE.md` (§6 seeding procedure, §9 table, §9.1-style record invariant),
|
||||||
|
`docs/FUNCTIONAL.md` (+ `_ru`) first-move-selection story, backend / admin READMEs, Go
|
||||||
|
Doc comments, `PRERELEASE.md` note.
|
||||||
|
|
||||||
|
## Update (2026-06-20) — final auto-match design
|
||||||
|
|
||||||
|
During implementation the owner replaced the auto-match approach. The original plan above ran
|
||||||
|
the draw at **fill** time (when the opponent joins) and **reseated** the winner to seat 0. That
|
||||||
|
conflicts with the existing open-game feature where the opener may play their opening move
|
||||||
|
while waiting: reseating after a move would corrupt the journal's seat↔move mapping.
|
||||||
|
|
||||||
|
The final design runs the draw when the game **opens**, with the not-yet-arrived opponent as a
|
||||||
|
synthetic placeholder (`uuid.Nil`). The draw fixes the opener's seat up front; the opponent
|
||||||
|
joins into the already-decided empty seat with **no reseating**, so the open-game pre-move is
|
||||||
|
preserved and the journal is never disturbed. The opponent's draw rows are persisted with a
|
||||||
|
NULL `account_id` (so `game_setup_draws.account_id` is **nullable**) and **back-filled** to the
|
||||||
|
real opponent (or robot) on join. The directly-seated (friend/AI) path is unchanged from the
|
||||||
|
plan (draw at create, real accounts, no synthetic). Consequently there is **no play-gating and
|
||||||
|
no rack-hiding** while a game is open. See `docs/ARCHITECTURE.md` §6 / §9 for the authoritative
|
||||||
|
description.
|
||||||
Reference in New Issue
Block a user