Stage 17 round 6 (#4/#5/#6): draft persistence wire + gateway + UI
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Complete the client-side draft feature on top of the shipped backend
foundation (the game_drafts store/service):
- FB: DraftRequest{game_id,json} + DraftView{json} (a draft get reuses
GameActionRequest); regenerated committed Go + TS bindings.
- Backend REST: GET/PUT /games/:id/draft, a draftDTO
(rack_order/board_tiles) mapped to game.Draft.
- Gateway: draft.get/draft.save transcode forwarding the composition
JSON verbatim (json.RawMessage both ways -- no double-encode).
- UI: debounced save of the rack order + board tiles and restore on
load (lib/draft.ts), plus #5 -- tiles may be arranged on the
opponent's turn (placement relaxed; the preview and Make-move stay
your-turn-only, so an off-turn draft is position-only).
Tests: backend handler validation, gateway pass-through round-trip, UI
draft/codec units, and a draft-restore e2e.
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@@ -252,6 +252,17 @@ func encodeWordCheck(r backendclient.WordCheckResp) []byte {
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return b.FinishedBytes()
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}
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// encodeDraftView builds a DraftView payload wrapping the player's composition JSON. The
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// string is empty for the save acknowledgement (the client ignores that payload).
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func encodeDraftView(jsonStr string) []byte {
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b := flatbuffers.NewBuilder(256)
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j := b.CreateString(jsonStr)
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fb.DraftViewStart(b)
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fb.DraftViewAddJson(b, j)
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b.Finish(fb.DraftViewEnd(b))
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return b.FinishedBytes()
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}
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// encodeHistory builds a History payload (the decoded move journal).
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func encodeHistory(r backendclient.HistoryResp) []byte {
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b := flatbuffers.NewBuilder(1024)
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