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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@@ -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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