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:
@@ -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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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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@@ -0,0 +1,45 @@
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import { describe, expect, it } from 'vitest';
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import { liveDraftTiles, parseDraft, serializeDraft, validRackOrder } from './draft';
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import type { PendingTile } from './placement';
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describe('draft', () => {
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it('round-trips the rack order and board tiles', () => {
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const pending: PendingTile[] = [
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{ rackIndex: 2, row: 7, col: 7, letter: 'Q', blank: false },
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{ rackIndex: 0, row: 7, col: 8, letter: 'I', blank: true },
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];
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const parsed = parseDraft(serializeDraft([3, 0, 1, 2], pending));
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expect(parsed).not.toBeNull();
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expect(parsed!.rackOrder).toEqual([3, 0, 1, 2]);
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expect(parsed!.tiles).toEqual([
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{ row: 7, col: 7, letter: 'Q', blank: false },
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{ row: 7, col: 8, letter: 'I', blank: true },
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]);
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});
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it('parses an empty or malformed draft as null', () => {
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expect(parseDraft('')).toBeNull();
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expect(parseDraft('not json')).toBeNull();
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});
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it('parses a draft with no rack order or tiles', () => {
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expect(parseDraft(JSON.stringify({ rack_order: '', board_tiles: [] }))).toEqual({ rackOrder: [], tiles: [] });
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});
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it('accepts a valid rack permutation and rejects a stale one', () => {
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expect(validRackOrder([2, 0, 1], 3)).toEqual([2, 0, 1]);
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expect(validRackOrder([0, 1], 3)).toBeNull(); // wrong length (the rack changed)
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expect(validRackOrder([0, 0, 1], 3)).toBeNull(); // a duplicate, not a permutation
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expect(validRackOrder([0, 1, 3], 3)).toBeNull(); // an index out of range
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});
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it('drops draft tiles whose cell is now occupied', () => {
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const tiles = [
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{ row: 7, col: 7, letter: 'A', blank: false },
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{ row: 7, col: 8, letter: 'B', blank: false },
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];
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expect(liveDraftTiles(tiles, (r, c) => r === 7 && c === 7)).toEqual([
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{ row: 7, col: 8, letter: 'B', blank: false },
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]);
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});
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});
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@@ -0,0 +1,59 @@
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// Draft (client-side composition) serialization, kept pure for unit tests. The server stores
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// the JSON opaquely (Stage 17); only the client interprets {rack_order, board_tiles}. The rack
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// order is a comma-joined permutation of the server rack's indices, in the player's visual
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// order; the board tiles are the tiles laid but not yet submitted.
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import type { Tile } from './model';
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import type { PendingTile } from './placement';
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interface DraftData {
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rack_order: string;
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board_tiles: Tile[];
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}
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/** serializeDraft builds the JSON to persist: the rack order and the pending board tiles. */
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export function serializeDraft(rackOrder: number[], pending: PendingTile[]): string {
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const data: DraftData = {
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rack_order: rackOrder.join(','),
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board_tiles: pending.map((p) => ({ row: p.row, col: p.col, letter: p.letter, blank: p.blank })),
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};
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return JSON.stringify(data);
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}
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/** parseDraft decodes a stored draft, or null when empty or malformed. */
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export function parseDraft(json: string): { rackOrder: number[]; tiles: Tile[] } | null {
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if (!json) return null;
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try {
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const d = JSON.parse(json) as Partial<DraftData>;
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const rackOrder = String(d.rack_order ?? '')
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.split(',')
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.filter((s) => s !== '')
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.map(Number);
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const tiles = Array.isArray(d.board_tiles) ? d.board_tiles : [];
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return { rackOrder, tiles };
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} catch {
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return null;
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}
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}
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/**
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* validRackOrder returns order when it is a permutation of [0, len), else null — so a stale
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* order (the rack changed since the draft was saved) is ignored and the server order is kept.
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*/
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export function validRackOrder(order: number[], len: number): number[] | null {
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if (order.length !== len) return null;
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const seen = new Set<number>();
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for (const i of order) {
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if (!Number.isInteger(i) || i < 0 || i >= len || seen.has(i)) return null;
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seen.add(i);
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}
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return order;
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}
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/**
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* liveDraftTiles drops saved tiles whose cell is now occupied on the committed board (the
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* opponent has since played there) — the position-only reconcile after a refresh.
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*/
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export function liveDraftTiles(tiles: Tile[], occupied: (row: number, col: number) => boolean): Tile[] {
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return tiles.filter((t) => !occupied(t.row, t.col));
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}
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@@ -93,6 +93,7 @@ export class MockGateway implements GatewayClient {
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private blocks: AccountRef[] = [];
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private invitations: Invitation[] = mockInvitations();
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private readonly stats: Stats = { ...MOCK_STATS };
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private readonly drafts = new Map<string, string>();
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constructor() {
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// Seed the per-variant alphabet cache the rack, blank chooser and scoring read, so the
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@@ -230,6 +231,7 @@ export class MockGateway implements GatewayClient {
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g.rack.push(...draw(variant, drawn));
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g.bagLen -= drawn;
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g.view.toMove = (seat + 1) % g.view.players;
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this.drafts.delete(gameId);
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this.scheduleOpponentReply(gameId);
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return { move: structuredClone(move), game: structuredClone(g.view) };
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}
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@@ -263,6 +265,7 @@ export class MockGateway implements GatewayClient {
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};
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g.moves.push(move);
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g.view.moveCount += 1;
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this.drafts.delete(gameId);
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if (action === 'resign') {
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g.view.status = 'finished';
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g.view.endReason = 'resignation';
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@@ -319,6 +322,15 @@ export class MockGateway implements GatewayClient {
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}
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async complaint(): Promise<void> {}
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// --- draft (Stage 17): an in-memory composition store, so the reload/off-turn flow is
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// exercised without a backend. A committed move clears the actor's own draft, as on the server.
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async draftGet(gameId: string): Promise<string> {
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return this.drafts.get(gameId) ?? '';
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}
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async draftSave(gameId: string, json: string): Promise<void> {
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this.drafts.set(gameId, json);
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}
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// --- chat ---
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async chatPost(gameId: string, body: string): Promise<ChatMessage> {
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const g = this.game(gameId);
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@@ -114,6 +114,12 @@ export function createTransport(baseUrl: string): GatewayClient {
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async complaint(id, word, note) {
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await exec('game.complaint', codec.encodeComplaint(id, word, note));
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},
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async draftGet(id) {
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return codec.decodeDraftView(await exec('draft.get', codec.encodeGameAction(id)));
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},
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async draftSave(id, json) {
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await exec('draft.save', codec.encodeDraftSave(id, json));
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},
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async chatPost(id, body) {
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return codec.decodeChatMessage(await exec('chat.post', codec.encodeChatPost(id, body)));
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