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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@@ -236,6 +236,20 @@ table HintResult {
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hints_remaining:int;
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}
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// DraftRequest saves the player's client-side composition for a game (Stage 17): a single
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// JSON string of {rack_order, board_tiles} the client serializes itself, so the wire carries
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// no tile array. The gateway forwards json verbatim to the backend, which owns its shape.
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table DraftRequest {
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game_id:string;
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json:string;
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}
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// DraftView returns the player's stored composition as the same opaque JSON string (empty
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// when none is stored). A draft get reuses GameActionRequest for its game id.
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table DraftView {
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json:string;
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}
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// History is a game's decoded move journal — the source for client board replay.
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table History {
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game_id:string;
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