Stage 17 round 6 (#4/#5/#6): draft persistence wire + gateway + UI
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 32s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m7s
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 32s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m7s
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 @@
|
||||
import { app, handleError, showToast } from '../lib/app.svelte';
|
||||
import { GatewayError } from '../lib/client';
|
||||
import { t } from '../lib/i18n/index.svelte';
|
||||
import type { ChatMessage, Direction, EvalResult, MoveRecord, StateView } from '../lib/model';
|
||||
import type { ChatMessage, Direction, EvalResult, MoveRecord, StateView, Tile } from '../lib/model';
|
||||
import { replay } from '../lib/board';
|
||||
import { centre, premiumGrid } from '../lib/premiums';
|
||||
import { variantNameKey } from '../lib/variants';
|
||||
@@ -33,6 +33,7 @@
|
||||
toSubmit,
|
||||
type Placement,
|
||||
} from '../lib/placement';
|
||||
import { liveDraftTiles, parseDraft, serializeDraft, validRackOrder } from '../lib/draft';
|
||||
|
||||
let { id }: { id: string } = $props();
|
||||
|
||||
@@ -127,15 +128,43 @@
|
||||
view = st;
|
||||
moves = hist.moves;
|
||||
setCachedGame(id, st, hist.moves);
|
||||
placement = newPlacement(st.rack);
|
||||
rackIds = st.rack.map((_, i) => i);
|
||||
preview = null;
|
||||
selected = null;
|
||||
dirOverride = undefined;
|
||||
await applyDraft(st);
|
||||
recompute();
|
||||
} catch (e) {
|
||||
handleError(e);
|
||||
}
|
||||
}
|
||||
let draftSaveTimer: ReturnType<typeof setTimeout> | null = null;
|
||||
// scheduleDraftSave persists the composition (rack order + pending tiles) after a short
|
||||
// debounce; best-effort, so a failed save never interrupts play (Stage 17).
|
||||
function scheduleDraftSave() {
|
||||
if (draftSaveTimer) clearTimeout(draftSaveTimer);
|
||||
draftSaveTimer = setTimeout(() => {
|
||||
void gateway.draftSave(id, serializeDraft(rackIds, placement.pending)).catch(() => {});
|
||||
}, 500);
|
||||
}
|
||||
// applyDraft restores the player's saved composition over a freshly loaded state: the rack
|
||||
// order (when still a valid permutation of the rack) and the board tiles whose cell is still
|
||||
// free. Best-effort — a draft fetch never blocks opening the game.
|
||||
async function applyDraft(st: StateView) {
|
||||
let order = st.rack.map((_, i) => i);
|
||||
let tiles: Tile[] = [];
|
||||
try {
|
||||
const parsed = parseDraft(await gateway.draftGet(id));
|
||||
if (parsed) {
|
||||
order = validRackOrder(parsed.rackOrder, st.rack.length) ?? order;
|
||||
const committed = replay(moves);
|
||||
tiles = liveDraftTiles(parsed.tiles, (r, c) => !!committed[r]?.[c]);
|
||||
}
|
||||
} catch {
|
||||
/* best-effort */
|
||||
}
|
||||
rackIds = order;
|
||||
const rack = order.map((i) => st.rack[i]);
|
||||
placement = tiles.length ? placementFromHint(tiles, rack) : newPlacement(rack);
|
||||
}
|
||||
async function loadChat() {
|
||||
try {
|
||||
messages = await gateway.chatList(id);
|
||||
@@ -226,13 +255,16 @@
|
||||
drag = null;
|
||||
}
|
||||
function onRackDown(e: PointerEvent, index: number) {
|
||||
if (!isMyTurn || busy) return;
|
||||
// Tiles may be arranged on the opponent's turn too (Stage 17 #5): only placement is
|
||||
// relaxed — the preview and Make-move stay your-turn-only, so an off-turn draft is
|
||||
// position-only (never scored or submitted).
|
||||
if (busy || gameOver) return;
|
||||
beginDrag({ from: 'rack', index }, e);
|
||||
}
|
||||
// A pending tile can be dragged back to the rack, but only on the unzoomed board: when
|
||||
// zoomed the one-finger gesture scrolls the board, so recall there is via double-tap.
|
||||
function onBoardDown(e: PointerEvent, row: number, col: number) {
|
||||
if (!isMyTurn || busy || zoomed) return;
|
||||
if (busy || zoomed || gameOver) return;
|
||||
beginDrag({ from: 'board', row, col }, e);
|
||||
}
|
||||
function cellUnder(x: number, y: number): { row: number; col: number } | null {
|
||||
@@ -274,6 +306,7 @@
|
||||
rackIds = order.map((i) => rackIds[i] ?? i);
|
||||
placement = newPlacement(order.map((i) => placement.rack[i]));
|
||||
selected = null;
|
||||
scheduleDraftSave();
|
||||
}
|
||||
function onWinMove(e: PointerEvent) {
|
||||
if (!downInfo) return;
|
||||
@@ -342,6 +375,7 @@
|
||||
// Dropped a pending tile back onto the rack → recall it to its original slot.
|
||||
placement = recallAt(placement, di.src.row, di.src.col);
|
||||
recompute();
|
||||
scheduleDraftSave();
|
||||
}
|
||||
swallowClick = true;
|
||||
setTimeout(() => (swallowClick = false), 60);
|
||||
@@ -359,6 +393,11 @@
|
||||
window.removeEventListener('pointerdown', onExtraPointer);
|
||||
clearHover();
|
||||
clearReorder();
|
||||
// Flush a pending draft save so leaving mid-composition still persists it (Stage 17).
|
||||
if (draftSaveTimer) {
|
||||
clearTimeout(draftSaveTimer);
|
||||
void gateway.draftSave(id, serializeDraft(rackIds, placement.pending)).catch(() => {});
|
||||
}
|
||||
telegramClosingConfirmation(false);
|
||||
});
|
||||
|
||||
@@ -378,6 +417,7 @@
|
||||
function onRecall(row: number, col: number) {
|
||||
placement = recallAt(placement, row, col);
|
||||
recompute();
|
||||
scheduleDraftSave();
|
||||
}
|
||||
function attemptPlace(index: number, row: number, col: number) {
|
||||
if (board[row]?.[col]) return;
|
||||
@@ -391,6 +431,7 @@
|
||||
placement = place(placement, index, row, col);
|
||||
telegramHaptic('select');
|
||||
recompute();
|
||||
scheduleDraftSave();
|
||||
}
|
||||
function chooseBlank(letter: string) {
|
||||
if (!blankPrompt) return;
|
||||
@@ -398,12 +439,15 @@
|
||||
blankPrompt = null;
|
||||
telegramHaptic('select');
|
||||
recompute();
|
||||
scheduleDraftSave();
|
||||
}
|
||||
|
||||
let previewTimer: ReturnType<typeof setTimeout> | null = null;
|
||||
function recompute() {
|
||||
preview = null;
|
||||
if (previewTimer) clearTimeout(previewTimer);
|
||||
// Off-turn the composition is position-only: no score preview or evaluate (Stage 17 #5).
|
||||
if (!isMyTurn) return;
|
||||
const sub = toSubmit(placement, dirOverride);
|
||||
if (!sub) return;
|
||||
previewTimer = setTimeout(async () => {
|
||||
@@ -436,6 +480,7 @@
|
||||
preview = null;
|
||||
selected = null;
|
||||
dirOverride = undefined;
|
||||
scheduleDraftSave();
|
||||
}
|
||||
|
||||
async function doPass() {
|
||||
@@ -507,6 +552,7 @@
|
||||
setTimeout(() => (shuffling = false), 600);
|
||||
// A short "shake": a few quick light taps rather than one.
|
||||
for (let i = 0; i < 4; i++) setTimeout(() => telegramHaptic('light'), i * 55);
|
||||
scheduleDraftSave();
|
||||
}
|
||||
function openExchange() {
|
||||
resetPlacement();
|
||||
@@ -729,7 +775,7 @@
|
||||
/>
|
||||
</div>
|
||||
{#if !gameOver && placement.pending.length > 0}
|
||||
<button class="make" onclick={commit} disabled={busy || (preview !== null && !preview.legal)} aria-label={t('game.makeMove')}>✅</button>
|
||||
<button class="make" onclick={commit} disabled={busy || !isMyTurn || (preview !== null && !preview.legal)} aria-label={t('game.makeMove')}>✅</button>
|
||||
{/if}
|
||||
</div>
|
||||
{:else}
|
||||
|
||||
Reference in New Issue
Block a user