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.
This commit is contained in:
+53
-7
@@ -12,7 +12,7 @@
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import { app, handleError, showToast } from '../lib/app.svelte';
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import { GatewayError } from '../lib/client';
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import { t } from '../lib/i18n/index.svelte';
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import type { ChatMessage, Direction, EvalResult, MoveRecord, StateView } from '../lib/model';
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import type { ChatMessage, Direction, EvalResult, MoveRecord, StateView, Tile } from '../lib/model';
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import { replay } from '../lib/board';
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import { centre, premiumGrid } from '../lib/premiums';
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import { variantNameKey } from '../lib/variants';
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@@ -33,6 +33,7 @@
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toSubmit,
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type Placement,
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} from '../lib/placement';
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import { liveDraftTiles, parseDraft, serializeDraft, validRackOrder } from '../lib/draft';
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let { id }: { id: string } = $props();
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@@ -127,15 +128,43 @@
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view = st;
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moves = hist.moves;
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setCachedGame(id, st, hist.moves);
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placement = newPlacement(st.rack);
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rackIds = st.rack.map((_, i) => i);
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preview = null;
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selected = null;
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dirOverride = undefined;
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await applyDraft(st);
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recompute();
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} catch (e) {
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handleError(e);
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}
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}
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let draftSaveTimer: ReturnType<typeof setTimeout> | null = null;
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// scheduleDraftSave persists the composition (rack order + pending tiles) after a short
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// debounce; best-effort, so a failed save never interrupts play (Stage 17).
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function scheduleDraftSave() {
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if (draftSaveTimer) clearTimeout(draftSaveTimer);
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draftSaveTimer = setTimeout(() => {
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void gateway.draftSave(id, serializeDraft(rackIds, placement.pending)).catch(() => {});
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}, 500);
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}
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// applyDraft restores the player's saved composition over a freshly loaded state: the rack
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// order (when still a valid permutation of the rack) and the board tiles whose cell is still
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// free. Best-effort — a draft fetch never blocks opening the game.
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async function applyDraft(st: StateView) {
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let order = st.rack.map((_, i) => i);
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let tiles: Tile[] = [];
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try {
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const parsed = parseDraft(await gateway.draftGet(id));
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if (parsed) {
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order = validRackOrder(parsed.rackOrder, st.rack.length) ?? order;
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const committed = replay(moves);
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tiles = liveDraftTiles(parsed.tiles, (r, c) => !!committed[r]?.[c]);
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}
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} catch {
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/* best-effort */
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}
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rackIds = order;
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const rack = order.map((i) => st.rack[i]);
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placement = tiles.length ? placementFromHint(tiles, rack) : newPlacement(rack);
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}
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async function loadChat() {
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try {
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messages = await gateway.chatList(id);
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@@ -226,13 +255,16 @@
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drag = null;
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}
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function onRackDown(e: PointerEvent, index: number) {
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if (!isMyTurn || busy) return;
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// Tiles may be arranged on the opponent's turn too (Stage 17 #5): only placement is
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// relaxed — the preview and Make-move stay your-turn-only, so an off-turn draft is
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// position-only (never scored or submitted).
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if (busy || gameOver) return;
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beginDrag({ from: 'rack', index }, e);
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}
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// A pending tile can be dragged back to the rack, but only on the unzoomed board: when
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// zoomed the one-finger gesture scrolls the board, so recall there is via double-tap.
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function onBoardDown(e: PointerEvent, row: number, col: number) {
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if (!isMyTurn || busy || zoomed) return;
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if (busy || zoomed || gameOver) return;
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beginDrag({ from: 'board', row, col }, e);
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}
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function cellUnder(x: number, y: number): { row: number; col: number } | null {
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@@ -274,6 +306,7 @@
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rackIds = order.map((i) => rackIds[i] ?? i);
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placement = newPlacement(order.map((i) => placement.rack[i]));
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selected = null;
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scheduleDraftSave();
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}
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function onWinMove(e: PointerEvent) {
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if (!downInfo) return;
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@@ -342,6 +375,7 @@
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// Dropped a pending tile back onto the rack → recall it to its original slot.
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placement = recallAt(placement, di.src.row, di.src.col);
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recompute();
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scheduleDraftSave();
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}
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swallowClick = true;
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setTimeout(() => (swallowClick = false), 60);
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@@ -359,6 +393,11 @@
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window.removeEventListener('pointerdown', onExtraPointer);
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clearHover();
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clearReorder();
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// Flush a pending draft save so leaving mid-composition still persists it (Stage 17).
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if (draftSaveTimer) {
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clearTimeout(draftSaveTimer);
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void gateway.draftSave(id, serializeDraft(rackIds, placement.pending)).catch(() => {});
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}
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telegramClosingConfirmation(false);
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});
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@@ -378,6 +417,7 @@
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function onRecall(row: number, col: number) {
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placement = recallAt(placement, row, col);
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recompute();
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scheduleDraftSave();
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}
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function attemptPlace(index: number, row: number, col: number) {
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if (board[row]?.[col]) return;
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@@ -391,6 +431,7 @@
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placement = place(placement, index, row, col);
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telegramHaptic('select');
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recompute();
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scheduleDraftSave();
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}
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function chooseBlank(letter: string) {
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if (!blankPrompt) return;
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@@ -398,12 +439,15 @@
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blankPrompt = null;
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telegramHaptic('select');
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recompute();
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scheduleDraftSave();
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}
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let previewTimer: ReturnType<typeof setTimeout> | null = null;
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function recompute() {
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preview = null;
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if (previewTimer) clearTimeout(previewTimer);
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// Off-turn the composition is position-only: no score preview or evaluate (Stage 17 #5).
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if (!isMyTurn) return;
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const sub = toSubmit(placement, dirOverride);
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if (!sub) return;
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previewTimer = setTimeout(async () => {
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@@ -436,6 +480,7 @@
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preview = null;
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selected = null;
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dirOverride = undefined;
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scheduleDraftSave();
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}
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async function doPass() {
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@@ -507,6 +552,7 @@
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setTimeout(() => (shuffling = false), 600);
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// A short "shake": a few quick light taps rather than one.
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for (let i = 0; i < 4; i++) setTimeout(() => telegramHaptic('light'), i * 55);
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scheduleDraftSave();
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}
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function openExchange() {
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resetPlacement();
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@@ -729,7 +775,7 @@
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/>
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</div>
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{#if !gameOver && placement.pending.length > 0}
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<button class="make" onclick={commit} disabled={busy || (preview !== null && !preview.legal)} aria-label={t('game.makeMove')}>✅</button>
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<button class="make" onclick={commit} disabled={busy || !isMyTurn || (preview !== null && !preview.legal)} aria-label={t('game.makeMove')}>✅</button>
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{/if}
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</div>
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{:else}
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@@ -10,6 +10,8 @@ export { ChatPostRequest } from './scrabblefb/chat-post-request.js';
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export { CheckWordRequest } from './scrabblefb/check-word-request.js';
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export { ComplaintRequest } from './scrabblefb/complaint-request.js';
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export { CreateInvitationRequest } from './scrabblefb/create-invitation-request.js';
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export { DraftRequest } from './scrabblefb/draft-request.js';
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export { DraftView } from './scrabblefb/draft-view.js';
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export { EmailLoginRequest } from './scrabblefb/email-login-request.js';
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export { EmailRequestRequest } from './scrabblefb/email-request-request.js';
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export { EnqueueRequest } from './scrabblefb/enqueue-request.js';
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@@ -0,0 +1,60 @@
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// automatically generated by the FlatBuffers compiler, do not modify
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import * as flatbuffers from 'flatbuffers';
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export class DraftRequest {
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bb: flatbuffers.ByteBuffer|null = null;
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bb_pos = 0;
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__init(i:number, bb:flatbuffers.ByteBuffer):DraftRequest {
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this.bb_pos = i;
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this.bb = bb;
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return this;
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}
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static getRootAsDraftRequest(bb:flatbuffers.ByteBuffer, obj?:DraftRequest):DraftRequest {
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return (obj || new DraftRequest()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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}
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static getSizePrefixedRootAsDraftRequest(bb:flatbuffers.ByteBuffer, obj?:DraftRequest):DraftRequest {
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bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
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return (obj || new DraftRequest()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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}
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gameId():string|null
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gameId(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
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gameId(optionalEncoding?:any):string|Uint8Array|null {
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const offset = this.bb!.__offset(this.bb_pos, 4);
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return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
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}
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json():string|null
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json(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
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json(optionalEncoding?:any):string|Uint8Array|null {
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const offset = this.bb!.__offset(this.bb_pos, 6);
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return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
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}
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static startDraftRequest(builder:flatbuffers.Builder) {
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builder.startObject(2);
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}
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static addGameId(builder:flatbuffers.Builder, gameIdOffset:flatbuffers.Offset) {
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builder.addFieldOffset(0, gameIdOffset, 0);
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}
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static addJson(builder:flatbuffers.Builder, jsonOffset:flatbuffers.Offset) {
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builder.addFieldOffset(1, jsonOffset, 0);
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}
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static endDraftRequest(builder:flatbuffers.Builder):flatbuffers.Offset {
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const offset = builder.endObject();
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return offset;
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}
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static createDraftRequest(builder:flatbuffers.Builder, gameIdOffset:flatbuffers.Offset, jsonOffset:flatbuffers.Offset):flatbuffers.Offset {
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DraftRequest.startDraftRequest(builder);
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DraftRequest.addGameId(builder, gameIdOffset);
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DraftRequest.addJson(builder, jsonOffset);
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return DraftRequest.endDraftRequest(builder);
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}
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}
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@@ -0,0 +1,48 @@
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// automatically generated by the FlatBuffers compiler, do not modify
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import * as flatbuffers from 'flatbuffers';
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export class DraftView {
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bb: flatbuffers.ByteBuffer|null = null;
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bb_pos = 0;
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__init(i:number, bb:flatbuffers.ByteBuffer):DraftView {
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this.bb_pos = i;
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this.bb = bb;
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return this;
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}
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static getRootAsDraftView(bb:flatbuffers.ByteBuffer, obj?:DraftView):DraftView {
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return (obj || new DraftView()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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}
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static getSizePrefixedRootAsDraftView(bb:flatbuffers.ByteBuffer, obj?:DraftView):DraftView {
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bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
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return (obj || new DraftView()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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}
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json():string|null
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json(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
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json(optionalEncoding?:any):string|Uint8Array|null {
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const offset = this.bb!.__offset(this.bb_pos, 4);
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return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
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}
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static startDraftView(builder:flatbuffers.Builder) {
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builder.startObject(1);
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}
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static addJson(builder:flatbuffers.Builder, jsonOffset:flatbuffers.Offset) {
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builder.addFieldOffset(0, jsonOffset, 0);
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}
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static endDraftView(builder:flatbuffers.Builder):flatbuffers.Offset {
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const offset = builder.endObject();
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return offset;
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}
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static createDraftView(builder:flatbuffers.Builder, jsonOffset:flatbuffers.Offset):flatbuffers.Offset {
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DraftView.startDraftView(builder);
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DraftView.addJson(builder, jsonOffset);
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return DraftView.endDraftView(builder);
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}
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}
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@@ -83,6 +83,13 @@ export interface GatewayClient {
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checkWord(gameId: string, word: string, variant: Variant): Promise<WordCheckResult>;
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complaint(gameId: string, word: string, note: string): Promise<void>;
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// --- draft (Stage 17) ---
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/** The player's server-persisted client-side composition (rack order + board tiles), so a
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* reload or a second device resumes the same arrangement. The JSON is opaque to the
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* gateway; the client owns the {rack_order, board_tiles} shape. */
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draftGet(gameId: string): Promise<string>;
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draftSave(gameId: string, json: string): Promise<void>;
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// --- chat ---
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chatPost(gameId: string, body: string): Promise<ChatMessage>;
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chatList(gameId: string): Promise<ChatMessage[]>;
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@@ -3,6 +3,7 @@ import { describe, expect, it } from 'vitest';
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import * as fb from '../gen/fbs/scrabblefb';
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import { BLANK_INDEX, setAlphabet } from './alphabet';
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import {
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decodeDraftView,
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decodeFriendList,
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decodeGameList,
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decodeInvitation,
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@@ -11,6 +12,7 @@ import {
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decodeStateView,
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decodeStats,
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encodeCheckWord,
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encodeDraftSave,
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encodeExchange,
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encodeStateRequest,
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encodeSubmitPlay,
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@@ -18,6 +20,20 @@ import {
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} from './codec';
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describe('codec', () => {
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it('round-trips a draft save request and view (Stage 17)', () => {
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const json = '{"rack_order":"1,0","board_tiles":[]}';
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const req = fb.DraftRequest.getRootAsDraftRequest(new ByteBuffer(encodeDraftSave('g1', json)));
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expect(req.gameId()).toBe('g1');
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expect(req.json()).toBe(json);
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const b = new Builder(64);
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const j = b.createString('{"x":1}');
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fb.DraftView.startDraftView(b);
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fb.DraftView.addJson(b, j);
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b.finish(fb.DraftView.endDraftView(b));
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expect(decodeDraftView(b.asUint8Array())).toBe('{"x":1}');
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});
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it('encodes a SubmitPlayRequest with alphabet indices (Stage 13)', () => {
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setAlphabet('english', [
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{ index: 0, letter: 'a', value: 1 },
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@@ -73,6 +73,18 @@ export function encodeStateRequest(gameId: string, includeAlphabet: boolean): Ui
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return finish(b, fb.StateRequest.endStateRequest(b));
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}
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// encodeDraftSave wraps the player's composition JSON (Stage 17). The string is opaque on the
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// wire — the gateway forwards it verbatim and only the client reads {rack_order, board_tiles}.
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export function encodeDraftSave(gameId: string, json: string): Uint8Array {
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const b = new Builder(256);
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const gid = b.createString(gameId);
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const j = b.createString(json);
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fb.DraftRequest.startDraftRequest(b);
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fb.DraftRequest.addGameId(b, gid);
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fb.DraftRequest.addJson(b, j);
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return finish(b, fb.DraftRequest.endDraftRequest(b));
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}
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export function encodeSubmitPlay(
|
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gameId: string,
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dir: 'H' | 'V',
|
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@@ -359,6 +371,13 @@ export function decodeWordCheck(buf: Uint8Array): WordCheckResult {
|
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return { word: s(r.word()), legal: r.legal() };
|
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}
|
||||
|
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// decodeDraftView returns the player's stored composition JSON (empty when none is stored or
|
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// for the save acknowledgement); the caller parses {rack_order, board_tiles}.
|
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export function decodeDraftView(buf: Uint8Array): string {
|
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const v = fb.DraftView.getRootAsDraftView(new ByteBuffer(buf));
|
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return v.json() ?? '';
|
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}
|
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|
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export function decodeHistory(buf: Uint8Array): History {
|
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const h = fb.History.getRootAsHistory(new ByteBuffer(buf));
|
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const moves: MoveRecord[] = [];
|
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|
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@@ -0,0 +1,45 @@
|
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import { describe, expect, it } from 'vitest';
|
||||
import { liveDraftTiles, parseDraft, serializeDraft, validRackOrder } from './draft';
|
||||
import type { PendingTile } from './placement';
|
||||
|
||||
describe('draft', () => {
|
||||
it('round-trips the rack order and board tiles', () => {
|
||||
const pending: PendingTile[] = [
|
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{ rackIndex: 2, row: 7, col: 7, letter: 'Q', blank: false },
|
||||
{ rackIndex: 0, row: 7, col: 8, letter: 'I', blank: true },
|
||||
];
|
||||
const parsed = parseDraft(serializeDraft([3, 0, 1, 2], pending));
|
||||
expect(parsed).not.toBeNull();
|
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expect(parsed!.rackOrder).toEqual([3, 0, 1, 2]);
|
||||
expect(parsed!.tiles).toEqual([
|
||||
{ row: 7, col: 7, letter: 'Q', blank: false },
|
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{ row: 7, col: 8, letter: 'I', blank: true },
|
||||
]);
|
||||
});
|
||||
|
||||
it('parses an empty or malformed draft as null', () => {
|
||||
expect(parseDraft('')).toBeNull();
|
||||
expect(parseDraft('not json')).toBeNull();
|
||||
});
|
||||
|
||||
it('parses a draft with no rack order or tiles', () => {
|
||||
expect(parseDraft(JSON.stringify({ rack_order: '', board_tiles: [] }))).toEqual({ rackOrder: [], tiles: [] });
|
||||
});
|
||||
|
||||
it('accepts a valid rack permutation and rejects a stale one', () => {
|
||||
expect(validRackOrder([2, 0, 1], 3)).toEqual([2, 0, 1]);
|
||||
expect(validRackOrder([0, 1], 3)).toBeNull(); // wrong length (the rack changed)
|
||||
expect(validRackOrder([0, 0, 1], 3)).toBeNull(); // a duplicate, not a permutation
|
||||
expect(validRackOrder([0, 1, 3], 3)).toBeNull(); // an index out of range
|
||||
});
|
||||
|
||||
it('drops draft tiles whose cell is now occupied', () => {
|
||||
const tiles = [
|
||||
{ row: 7, col: 7, letter: 'A', blank: false },
|
||||
{ row: 7, col: 8, letter: 'B', blank: false },
|
||||
];
|
||||
expect(liveDraftTiles(tiles, (r, c) => r === 7 && c === 7)).toEqual([
|
||||
{ row: 7, col: 8, letter: 'B', blank: false },
|
||||
]);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,59 @@
|
||||
// Draft (client-side composition) serialization, kept pure for unit tests. The server stores
|
||||
// the JSON opaquely (Stage 17); only the client interprets {rack_order, board_tiles}. The rack
|
||||
// order is a comma-joined permutation of the server rack's indices, in the player's visual
|
||||
// order; the board tiles are the tiles laid but not yet submitted.
|
||||
|
||||
import type { Tile } from './model';
|
||||
import type { PendingTile } from './placement';
|
||||
|
||||
interface DraftData {
|
||||
rack_order: string;
|
||||
board_tiles: Tile[];
|
||||
}
|
||||
|
||||
/** serializeDraft builds the JSON to persist: the rack order and the pending board tiles. */
|
||||
export function serializeDraft(rackOrder: number[], pending: PendingTile[]): string {
|
||||
const data: DraftData = {
|
||||
rack_order: rackOrder.join(','),
|
||||
board_tiles: pending.map((p) => ({ row: p.row, col: p.col, letter: p.letter, blank: p.blank })),
|
||||
};
|
||||
return JSON.stringify(data);
|
||||
}
|
||||
|
||||
/** parseDraft decodes a stored draft, or null when empty or malformed. */
|
||||
export function parseDraft(json: string): { rackOrder: number[]; tiles: Tile[] } | null {
|
||||
if (!json) return null;
|
||||
try {
|
||||
const d = JSON.parse(json) as Partial<DraftData>;
|
||||
const rackOrder = String(d.rack_order ?? '')
|
||||
.split(',')
|
||||
.filter((s) => s !== '')
|
||||
.map(Number);
|
||||
const tiles = Array.isArray(d.board_tiles) ? d.board_tiles : [];
|
||||
return { rackOrder, tiles };
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* validRackOrder returns order when it is a permutation of [0, len), else null — so a stale
|
||||
* order (the rack changed since the draft was saved) is ignored and the server order is kept.
|
||||
*/
|
||||
export function validRackOrder(order: number[], len: number): number[] | null {
|
||||
if (order.length !== len) return null;
|
||||
const seen = new Set<number>();
|
||||
for (const i of order) {
|
||||
if (!Number.isInteger(i) || i < 0 || i >= len || seen.has(i)) return null;
|
||||
seen.add(i);
|
||||
}
|
||||
return order;
|
||||
}
|
||||
|
||||
/**
|
||||
* liveDraftTiles drops saved tiles whose cell is now occupied on the committed board (the
|
||||
* opponent has since played there) — the position-only reconcile after a refresh.
|
||||
*/
|
||||
export function liveDraftTiles(tiles: Tile[], occupied: (row: number, col: number) => boolean): Tile[] {
|
||||
return tiles.filter((t) => !occupied(t.row, t.col));
|
||||
}
|
||||
@@ -93,6 +93,7 @@ export class MockGateway implements GatewayClient {
|
||||
private blocks: AccountRef[] = [];
|
||||
private invitations: Invitation[] = mockInvitations();
|
||||
private readonly stats: Stats = { ...MOCK_STATS };
|
||||
private readonly drafts = new Map<string, string>();
|
||||
|
||||
constructor() {
|
||||
// Seed the per-variant alphabet cache the rack, blank chooser and scoring read, so the
|
||||
@@ -230,6 +231,7 @@ export class MockGateway implements GatewayClient {
|
||||
g.rack.push(...draw(variant, drawn));
|
||||
g.bagLen -= drawn;
|
||||
g.view.toMove = (seat + 1) % g.view.players;
|
||||
this.drafts.delete(gameId);
|
||||
this.scheduleOpponentReply(gameId);
|
||||
return { move: structuredClone(move), game: structuredClone(g.view) };
|
||||
}
|
||||
@@ -263,6 +265,7 @@ export class MockGateway implements GatewayClient {
|
||||
};
|
||||
g.moves.push(move);
|
||||
g.view.moveCount += 1;
|
||||
this.drafts.delete(gameId);
|
||||
if (action === 'resign') {
|
||||
g.view.status = 'finished';
|
||||
g.view.endReason = 'resignation';
|
||||
@@ -319,6 +322,15 @@ export class MockGateway implements GatewayClient {
|
||||
}
|
||||
async complaint(): Promise<void> {}
|
||||
|
||||
// --- draft (Stage 17): an in-memory composition store, so the reload/off-turn flow is
|
||||
// exercised without a backend. A committed move clears the actor's own draft, as on the server.
|
||||
async draftGet(gameId: string): Promise<string> {
|
||||
return this.drafts.get(gameId) ?? '';
|
||||
}
|
||||
async draftSave(gameId: string, json: string): Promise<void> {
|
||||
this.drafts.set(gameId, json);
|
||||
}
|
||||
|
||||
// --- chat ---
|
||||
async chatPost(gameId: string, body: string): Promise<ChatMessage> {
|
||||
const g = this.game(gameId);
|
||||
|
||||
@@ -114,6 +114,12 @@ export function createTransport(baseUrl: string): GatewayClient {
|
||||
async complaint(id, word, note) {
|
||||
await exec('game.complaint', codec.encodeComplaint(id, word, note));
|
||||
},
|
||||
async draftGet(id) {
|
||||
return codec.decodeDraftView(await exec('draft.get', codec.encodeGameAction(id)));
|
||||
},
|
||||
async draftSave(id, json) {
|
||||
await exec('draft.save', codec.encodeDraftSave(id, json));
|
||||
},
|
||||
|
||||
async chatPost(id, body) {
|
||||
return codec.decodeChatMessage(await exec('chat.post', codec.encodeChatPost(id, body)));
|
||||
|
||||
Reference in New Issue
Block a user